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View Full Version : Base Class Challenge - The Light Beckons [Submission thread]



Lord_Gareth
2010-03-04, 12:08 PM
The Light Beckons

Welcome, one and all, to my first base class contest! The rules are simple, the goal complex, but at the heart of it, you will be making your very own original 20-level base class for D&D 3.5, which will then be judged by me. The winner gets bragging rights; the losers get large men who break into their houses and leave with their kneecaps. So, what are the rules? I'm glad you asked. They are as follows:

1. You will be making an original D&D 3.5 base class, themed around light. There are no other real restrictions, other than the fact that you cannot have posted this class anywhere else before. Aside from that, anything goes - psionics, martial manuevers, spellcasting, whatever.

2. Submissions are due by April 30th or earlier, and should be submitted in the format which will follow in the next post. Incomplete entries will be disqualified; no exceptions.

3. Plagarism is strictly forbidden.

Aside from that, feel free to create whatever you need; new mechanics, brand-new feats, items, whatever!

Chat thread; entries only in this thread, please (http://www.giantitp.com/forums/showthread.php?p=8008402#post8008402)

Ready?

GO!

Lord_Gareth
2010-03-04, 12:11 PM
CLASS NAME

Put a quote by a member of your class here!

A general description of your class

Abilities: The abilities important to your class

Role: What does your class do in the party?

Background: How do you become a member of your class? Why?

Organization: Organizations that tend to hold members of your class belong here.

Alignment: What alignment(s) your class may have and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Religion: How a member of this class might approach religion; general stereotypes, what gods they revere, and even why.

Other Classes: How does your class relate to other classes? How do they cooperate? Are there classes they just can't stand?

Adaptation: How might a DM fit your class into his campaign or his own unique world setting? How might your class be changed?

Hit Die: Duh

Starting Gold: Also duh


Class Features

Class Skills: The [CLASS NAME]'s class skills (and the key ability for each skill) are:

Skill Points at First Level: Triple duh
Skill Points at Each Additional Level: Quadruple duh (I'm sensing a theme here)

{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Weapon and Armor Proficiencies: Should be obvious

Remaining class features go here!

Morth
2010-03-13, 06:39 PM
The Dawntreader

The skies are alight with unwavering patrons, just looking for a crusader to arise. Dawntreaders are these, who crusade in the name of the heavens.
-Balmoriah, Master Dawntreader

The Dawntreader is a mortal who seeks heavenly enlightenment by following the cosmos. A Dawntreader follows either the sun, the moon, or the countless stars. Dawntreaders believe, to achieve the enlightenment they seek, that they must work towards emulating the heavens, through their movements and their combat styles. As they walk the earth, the Dawntreader seeks all the knowledge they can to improve themselves to gain true celestial power. Some rumors have surfaced that the greatest Dawntreaders become celestial outsiders.

Abilities: Intelligence, Strength, and Dexterity are the major stats for a Dawntreader. Many abilities of the Dawntreader are based on intelligence, and, being a melee combatant, the Dawntreader can utilize a high strength and dexterity.

Role: The Dawntreader is a melee fighter who has some supernatural abilities to improve his prowess.

Background: Anybody can become a Dawntreader, as the only thing that is needed is a drive for knowledge and a mind to seek celestial enlightenment.

Organization: No organizations come to mind.

Alignment: Though no alignment is required, the monk-like nature leads many Dawntreaders to the lawful alignment.

Races: Humans, halflings and elves are the most common Dawntreaders, as they are more dexterous or adaptable then others. This doesn't mean that dwarven or gnomish Dawntreaders are too uncommon, they are much more common then, say, half-orc Dawntreaders. Plane-touched, such as Aasimar and Tieflings are also quite common.

Religion: The Dawntreaders fall mostly into three categories: Atheist, Follower, or Religious. An atheist Dawntreader follows nothing but herself. A Follower worships the heavens as a god unto themselves. Religious Dawntreaders will mostly follow either Pelor, Ayailla, Celestian, or Xan Yae.

Other Classes: A Dawntreader will most likely get along with a monk, as they have a bit in common. Most of the others will vary depending on the alignment of the Dawntreader and the member in question.

Adaptation: Though the base has some Japanese ability names, the class could quite honestly fit into any setting where magic isn't too rare.

Hit Die: d8

Starting Gold: As Monk


Class Features

Class Skills: The Dawntreader's class skills (and the key ability for each skill) are: Balance (Dex; Armor Check Penalty); Climb (Str; Armor Check Penalty); Concentration (Con); Escape Artist (Dex; Armor Check Penalty); Hide (Dex; Armor Check Penalty); Jump (Str; Armor Check Penalty); Listen (Wis); Search (Int); Sense Motive (Wis); Sleight Of Hand (Dex; Trained Only; Armor Check Penalty); Spot (Wis); Survival (Wis); Tumble (Dex; Trained Only; Armor Check Penalty)

Skill Points at First Level: 2+Int modifier x 4
Skill Points at Each Additional Level: 2+Int modifer

Dawntreader
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Manouvers Known|Manouvers Readied|Stances Known

1st|
+1|
+2|
+2|
+2| Heavenly Movements; Improved Unarmed Strike; Flurry of Blows | 3 | 3 | 1
2nd|
+2|
+3|
+3|
+3| Tengoku No Kobushi (1d4); Treading Through Dawn | 4 | 3 | 1
3rd|
+3|
+3|
+3|
+3| Evasion | 4 | 3 | 1

4th|
+4|
+4|
+4|
+4| Edge of Twilight | 5 | 4 | 1

5th|
+5|
+4|
+4|
+4| Tengoku No Kobushi (1d6) | 5 | 4 | 1

6th|
+6/+1|
+5|
+5|
+5| Heavenly Training | 6 | 4 | 2

7th|
+7/+2|
+5|
+5|
+5| Guiding Light | 6 | 5 | 2

8th|
+8/+3|
+6|
+6|
+6| Tengoku No Kobushi (1d8) | 7 | 5 | 2

9th|
+9/+4|
+6|
+6|
+6| Meteorite Rush | 7 | 5 | 2

10th|
+10/+5|
+7|
+7|
+7| Heavenly Affinity | 8 | 6 | 2

11th|
+11/+6/+1|
+7|
+7|
+7| Tengoku No Kobushi (1d10) | 8 | 6 | 3

12th|
+12/+7/+2|
+8|
+8|
+8| Improved Heavenly Training | 9 | 6 | 3

13th|
+13/+8/+3|
+8|
+8|
+8| Improved Treading Through Dawn | 9 | 7 | 3

14th|
+14/+9/+4|
+9|
+9|
+9| Tengoku No Kobushi (2d6) | 10 | 7 | 3

15th|
+15/+10/+5|
+9|
+9|
+9| Improved Edge of Twilight | 10 | 7 | 3

16th|
+16/+11/+6/+1|
+10|
+10|
+10| Heavenly Illumination | 11 | 8 | 4

17th|
+17/+12/+7/+2|
+10|
+10|
+10| Tengoku No Kobushi (2d8) | 11 | 8 | 4

18th|
+18/+13/+8/+3|
+11|
+11|
+11| Perfect Heavenly Training | 12 | 8 | 4

19th|
+19/+14/+9/+4|
+11|
+11|
+11| Improved Meteorite Rush | 12 | 9 | 4

20th|
+20/+15/+10/+5|
+12|
+12|
+12| Embodiment of the Heavens; Tengoku No Kobushi (2d10) | 13 | 9 | 4 [/table]


Weapon and Armor Proficiency: A Dawntreader is proficient with Quarterstaff, Morningstar, and Shurikens but no armor.

Heavenly Movements (Ex): The Dawntreader's pursuit of heavenly knowledge drives him to emulate the skies' ever-moving style, letting you add your Intelligence modifier to your Armor Class while unarmored. This applies to touch AC, but not while flatfooted.

Improved Unarmed Strike: The Dawntreader gains the Improved Unarmed Strike feat as a bonus feat, regardless of pre-requisites.

Flurry of Blows (Ex): See the monk ability of the same name, save that the weapons usable are Quarterstaff, Morningstar, or no weapon.

Martial Discipline: At level 1, a Dawntreader chooses one of the following disciplines to follow: Setting Sun; Rising Moon; Shooting Star. To recover expended maneuvers, a Dawntreader must take a full round action staring at the sky in deep contemplation of the heavens. This provokes no attacks of opportunity.

Tengoku No Kobushi (Su): Dawntreaders learn an art known as Tengoku No Kobushi, or "Fists of Heaven", in which the Dawntreader focuses celestial energy through her hands, granting improved martial prowess. A Dawntreader adds additional damage to her unarmed attacks. A Setting Sun Dawntreader may choose from fire, holy, or positive damage on successful unarmed attacks. A Rising Moon Dawntreader may choose from cold, unholy, or negative damage on successful unarmed attacks. A Shooting Star Dawntreader may choose from force, fire, or cold.

Treading Through Dawn (Su): A Dawntreader searches through night and day for greater knowledge. Starting at second level, a Dawntreader may Tread Dawn, moving at an increased rate, adding 10 feet for every four class levels.

This ability improves at level 13, granting the Dawntreader the ability to become ethereal while moving 50 feet or more in one turn.

Evasion (Ex): The Dawntreader moves quickly and seamlessly, making dodging magic easy. At 2nd level or higher if a Dawntreader makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a Dawntreader is wearing light armor or no armor. A helpless Dawntreader does not gain the benefit of evasion.

Edge of Twilight (Su): A Dawntreader's connection with the heavenly bodies allows them to bend light around them, blurring their appearance, giving them the effects of the Blur spell. This only works when outdoors.

At level 15, the Dawntreader's skill at bending light increases, giving them the effects of Displacement when outdoors.

Heavenly Training (Su): A Dawntreader's training in his chosen discipline give him additional abilities.
{table=head]Discipline | Level 6 | Level 12 | Level 18
Rising Moon | +3 Martial Lore | Sudden Recovery | Adaptive Style
Shooting Star | +3 Jump | Improved Trip | Curling Wave Strike
Setting Sun | +3 Sense Motives | Stunning Fist* | Falling Sun Strike [/table]
*Treat the Dawntreader as a monk of equal level with the Kung Fu Genius Feat.


Guiding Light (Su): The Dawntreader shares a great link with the celestial bodies, and they are very wise. Once per day, a Dawntreader may meditate for 10 minutes. If she isn't interrupted, the Dawntreader may then ask the heavens for direction. If the quest being undertaken is acceptable to his principles, the master will point in the right direction. If not, the master will point towards a worthy cause.

Meteorite Rush (Ex): A Dawntreader eventually can start emulating the heavens themselves, mimicking their force of movement. A Dawntreader of level 9 may make a Meteorite Rush once per encounter, in which he makes a charge and ends with a flurry of blows with each hit at -5.

At level 19, the Dawntreader has perfected this technique, removing the penalty to hit.

Heavenly Affinity (Sp): A Dawntreader has gained great abilities from his celestial connection, granting him the an at will spell-like ability. A Rising Sun Dawntreader gains the ability to use Daylight at will, while a Rising Moon Dawntreader gains the ability to use Deeper Darkness at will. A Shooting Star Dawntreader gains the ability to use Jump at will.

Heavenly Illumination (Su): A Dawntreader is smiled upon by the heavens themselves, granting them the ability to produce and quell illumination around them.

Embodiment of the Heavens (Ex): The pinnacle of Dawntreader power, the Dawntreader becomes one with the heavens. A level 20 Dawntreader gains his Intelligence modifier to attack and damage rolls while wielding Shurikens, Quarterstaves, or no weapon, and can make an additional attack at his highest bonus while flurrying. Also, the Dawntreader becomes an outsider native to the Astral Plane.


Alternate Class Features

Alternate Class Ability: Tengoku No Tatchi
Level: Dawntreader 2nd
Replaces: If you select this alternative class feature, you do not gain the Tengoku No Kobushi class feature, the Shooting Star Rush class ability, or any later improvements to either of these.
Benefit: The Dawntreader who follows the path of Tengoku No Tatchi forgoes the ability to focus celestial energy into her hands, and instead learns the art of Tengoku No Tatchi, or the "Heavenly Touch". A Tengoku No Tatchi Dawntreader may, in place of a melee attack, make a ranged touch attack that deals damage equal to, and of the same type choice, as the Tengoku No Kobushi class ability.

At level 9, a Tengoku No Tatchi Dawntreader may use flurry of blows in conjunction with Tengoku No Tatchi at an additional -5 penalty.

At level 19, a Tengoku No Tatchi Dawntreader may use flurry of blows in conjunction with Tengoku No Tatchi with no penalty.


Dawntreader Feats

Movements of the Wise Heavens[Dawntreader]
Though most Dawntreaders are driven by a hunger for knowledge of the celestial nature, some are driven for celestial enlightenment.
Prerequisites: Dawntreader 1
Benefits: Dawntreader abilities you posses based on intelligence are now based on wisdom.
Normal: These abilities are normally based on intelligence.

Starlit Avenger
Some Dawntreaders find that behind the sun is the god Pelor. They devote themselves to following him and his tenets.
Prerequisites: Tengoku No Kobushi class ability; Smite Evil class ability
Benefits: Your levels in Paladin and Dawntreader stack for determining the damage of your Tengoku No Kobushi ability and your Smite Evil ability. You deal an additional +2 damage when smiting evil unarmed.

Starlit Sneak
Some Dawntreaders find that combat in the Moon's domain of night is easier when you know where to hit.
Prerequisites: Tengoku No Kobushi class ability; Sneak Attack class ability or Sudden Strike class ability
Benefits: Your levels in Rogue (or Ninja) and Dawntreader stack for determining the damage of your Tengoku No Kobushi ability and your Sneak Attack (or Sudden Strike) ability's dice. You deal an additional +2 damage when sneak attacking unarmed.

Starlit Soldier [Fighter]
Some Dawntreaders find that the arms of the mundane may be extraordinary in the hands of the celestial.
Prerequisites: Tengoku No Kobushi class ability; Proficiency with all Martial Weapons
Benefits: Your levels in Fighter and Dawntreader stack for determining the damage of your Tengoku No Kobushi ability and your qualification for Fighter feats. Weapons you have Weapon Specialization with may be used in conjunction with flurry of blows. Weapons you have Greater Weapon Specialization with may be used with your Tengoku No Kobushi ability. This feat may be taken as a fighter bonus feat.


Starlit Invoker
Some Dawntreaders find that their Tengoku No Tatchi technique meshes well with the powers of the Warlock school of magic.
Prerequisites: Tengoku No Tatchi class ability; Eldritch Blast class ability
Benefits: Your levels in Warlock and Dawntreader stack for determining the damage of your Tengoku No Tatchi ability and your Invocation list. You may use Invocations that alter your Eldritch blast in conjunction with Tengoku No Tatchi and may flurry Eldritch Blasts as though they were Tengoku No Tatchi blasts.

Starlit Ascendent [Monk]
Some Dawntreaders find that the combat style of the Monk is very complimentary for them.
Prerequisites: Tengoku No Kobushi class ability; Monk 1
Benefits: Your levels in Monk and Dawntreader stack for determining the damage of your Tengoku No Kobushi ability and your unarmed strike damage. In addition, you may make an additional attack at your highest bonus while using flurry of blows. This feat may be taken as a monk bonus feat.


Disciplines of the Dawntreader


Shooting Star
The Shooting Star discipline was created by Aerdrith, one of the original Dawntreaders, whose brother was a much darker individual. They warred on over whose celestial body, the sun, Aedrith's celestial patron, or the moon, Drimith's favored heavenly body, was more powerful. The Shooting Star style is based heavily on the Setting Sun discipline, but instead of using your opponent's own power, you supply your own while bringing retribution from above. Sadly, the story has been handed down through generations, and the ending claimed by antiquity.


Key Skill: Balance
Weapons: Unarmed Strike; Quarterstaff
Level 1:
Blazing Soul: Stance (+2 Strength; Tripping provokes no attacks of opportunity)
Fading Star Reversal: Counter (Respond to a missed attack with a trip)
Sweep of the Shrouded Skies: Boost (Improved Trip DC)
Meteor Heel: Strike (+2d6 to prone opponents)
Level 2:
Blazing Sweep: Strike (Attacks up to three targets in front of the user)
Meteor Elbow: Strike ( 2 Strength or 2 Dexterity damage to prone target)
Walk of the Stars: Boost (+2 Morale bonus to attack and armor for 5 rounds after knocking a target prone)
Crashing Elbow Blow: Strike (2 Wisdom, Charisma, or Intelligence damage to prone target)
Level 3:
Falling Spider: Strike (2 Constitution damage to a prone target)
Meteorite Heel: Strike (4d6 to prone opponents)
Soul of the Stars: Stance (You may replace any number of attacks in a full round attack or flurry with trips)
Level 4:
Crashing Sweep: Strike (Trip against up to 3 targets in front of you at a -2 penalty)
Falling Meteor Strike: Counter (Against a target recovering from being prone; Make a trip attempt at a +2 bonus)
Orion's Roar: Strike (Make a melee attack; if it hits, target must make a will save vs. fear [DC=10+Initiator Level+Int Modifier])
Level 5:
Clear Sun Reversal: Counter (Respond to a missed attack with a trip)
Jumping Meteorite Heel: Strike (6d6 damage to prone opponents)
Golden Blaze Drive: Stance ( Add Intelligence to trip attempts; May follow trips with maneuvers instead of an extra attack)
Level 6:
Dance of the Stars: Boost (+4 Morale bonus to attack and armor after knocking a target prone)
Swift Star Sweep: Strike (Trip that takes a Full Round Action to stand up)
Level 7:
Blazing Star Reversal: Counter (Respond to a missed attack with a two trips at a -2 penalty)
Blazing Meteorite Heel: Strike ( 8d6 to prone opponents)
Level 8:
Neutron Implosion: Strike (Make a trip attack against all adjacent targets)
Mastery of the Shooting Star: Stance (You may add you Intelligence modifier to trip attemps, and follow your successful trips with 3 attacks at highest bonus)
Level 9:
Shūtingu Sutā No Hakai Ashi : Strike (Kills prone target on failed Reflex save; deals 10d6 force on succeeded save)



Rising Moon
The Rising Moon discipline was created by Drimith, the brother of Aerdrith. Although he was of less then savory character, he was a master of martial arts, and specifically favored highly complicated maneuvers over simple attacks. This makes the attacks and defences harder to deal with without a decent knowledge of the maneuvers themselves or a keen ability to spot the incoming onslaught.


Key Skill: Martial Lore
Weapons: Unarmed Strike; Quarterstaff
(Special: The attack rolls I reference mean that they make a roll of a normal attack at highest bonus, but don't deal actual damage, just Tengoku No Kobushi damage.)
Level 1:
Shrouded Movements: Stance (Add your 1/4 of your Martial Lore to the attack rolls of your maneuvers)
Crescent Wrath: Strike (Additional +2 bonus to hit and damage)
Edge of Twilight: Counter (Used against target who uses a spell or maneuver; Make 2 attack rolls. If they connect, they are blinded or silenced for 1d6 rounds)
Lunar Spike: Counter (Used against target moving away from you; Make 2 attack rolls, if they connect the target stops their movement)
Level 2:
Shroud of Nightfall: Strike (Make 2 attacks that deal additional 2d6 damage to flat-footed targets)
Consuming Shadow: Strike (Make 2 attack rolls. If they connect, the target's speed is reduced to zero for 1d2 rounds)
New Moon: Counter (Used against a target regaining maneuvers. Make 2 attack rolls. If they all connect, the target loses of all maneuvers and temporary has an inability to recover them for 1d4 rounds)
Intellectual Combatant: Boost (You add 1/2 of your ranks in Martial Lore to your attack rolls)
Level 3:
Intellectual Tactician: Stance (You gain an additional bonus to hit while flanking equal to your Intelligence modifier)
Blade of the Evening Sky: Strike (Make 2 attack rolls. If they both connect, the target is flat footed until their next action.)
Lunar Speed: Boost (You may make an additional swift action or 5 foot step once a round for 1d6 rounds)
Level 4:
Lunar Flash: Counter (Used against a target avoiding your attack; Target takes a -5 circumstance penalty to Spot and armor class against your attacks for 1d4 rounds)
Crescent Point Barrage: Strike (Make 3 attack rolls. If all of them connect, your target becomes helpless for a number of rounds equal to your intelligence modifier minus their constitution modifier (Minimum: one round)
Utter Darkness: Strike (Make 3 attack rolls. If they both connect, the target is shaken for 1d4 rounds)
Level 5:
Lunar Nova: Strike (Make 3 attack rolls, if they all connect, you deal an additional 5d6 negative damage)
Midnight Hour: Counter (Used when target moves without any allies adjacent; Target must end the movement in a square of the Dawntreader's choice)
Dance of the Night Sky: Stance (You may add your Dexterity as an insight bonus to armor class)
Level 6:
Poisonous Crescent: Strike (Make 3 attack rolls. If they all connect, the target suffers the effects of Arsenic)
Full Moon: Strike (Make 3 attack rolls. If they connect, you may make a full round attack on them.
Winter Solstice: Boost (You deal an additional 2d6 damage while dealing cold damage with Tengoku No Kobushi)
Level 7:
Shadow of Doubt: Counter (Used against a target making a will save. Make 4 attack rolls. If they all connect, the target fails the save.
Evening Blight Barrage: Strike (Make 4 attack rolls. If they all connect, the target is effected by Medium Spider poison)
Level 8:
Lunar Eclipse: Strike (Make 4 attack rolls. If they all connect, you deal double the Tengoku No Kobushi damage per attempt.)
Mastery of the Rising Moon: Stance (You may add 1/2 of the difference between your ranks in Martial Lore and your target's Spot or Martial Lore ranks to your attack roll or armor class)
Level 9:
Akire Ta Fōsuno Mūnraijingu: Strike (Make 5 attack rolls. If they all connect, you outright kill the target or deal 10d6 of force damage)

Creed
2010-03-13, 09:31 PM
The Star Shooter
"I dislike the term 'archer'. I am but an acolyte of the stars. But if you stand in the way of my divine mission...."
-Lyron Bearstrum, Star Shooter

Star Shooters are born, not made. When a drow elf and a high elf bear a child at the time beween light and darkness (twilight), a child with the white skin of his high elf parent and the white hair of the drow is born. The moment no one can see the child, they are abducted by a star-spawn (see MM2) They are then taken to a secret coven, and trained with bows that are passed down from the first star shooters. When they reach the age of 21, these "Children of The Stars" are set on the world with individual goals to satisfy the needs of the stars.

Abilities: Star Shooters rely on their Dexterity and Strength to destroy many foes, but Wisdom also affects some of their abilities.

Role:Star Shooters are ranged fighters who rely heavily on their power to create and imbue arrows made of light.

Background:As noted above, Star Shooters are always Half-Drow, Half-High Elf. They are all generally brought up by the principles of their coven.

Organization:Star Shooters, beside their loyalty to their coven, fiercely individual people. They dislike to work with others of their kind, as they dislike sharing glory, mainly because they believe that dying a glorious death in the service of the stars will be rewarded with a place among he stars.

Alignment:No alignment is required, but many are Chaotic Good.

Races:See Background

Religion: Star Shooters worship The Stars as a whole, and many Star Shooters choose a star in the sky as their personnal star. This collective consists of all Star Shooters who have died in the glorious service of The Stars. A Star Shooter's ultimate goal is to become a star.

Other Classes: As noted above, Star Shooters do not play well with others. If they have to, they form small groups with other Chaotic Good players, or anyone who is willing to concede that The Stars are more powerful than any other god.

Adaptation:Star Shooters could be servants of The Moon instead of the stars, but The Stars are the most fitting because they are out at night and during the day (the Sun).

Hit Die:d6

Starting Gold:1d10 times 20 gp



Class Features

Class Skills: Same as Ranger

Skill Points at First Level: (2 x Int mod) + 3
Skill Points at each Additional Level: Int mod +3

(sorry the next part is gonna be a littel confusing as my computer wont do the charts,go figure.)
Level Base Attack<br>Bonus Fort Save Ref Save Will Save Special
1st +1 +1 +3 +1 Materialize Ammo I
2nd +2 +1 +3 +3 Imbue Arrow I
3rd +3 +2 +4 +3 Sacred Star Shot
4th +4 +3 +5 +4 Materialize Ammo II
5th +5 +4 +6 +4 Imbue Ammo II
6th +6 +5 +6 +5 Shining Star Shot
7th +7/1 +5 +7 +6 Ever-Lasting Reflexes
8th +7/2 +5 +8 +6 "See the Light!"
9th +7/3 +5 +9 +6 Recharge I
10th +7/4 +6 +9 +7 Materialize Ammo III
11th +8/5 +6 +10 +7 Imbue Ammo III
12th +9/5 +6 +11 +7 Recharge II
13th +9/8 +7 +11 +7 Falling Star
14th +10/8/3 +8 +11 +8 Eclipse Shot
15th +11/9/5 +9 +12 +9 Materialize Ammo IV
16th +11/10/6 +9 +13 +10 Imbue Ammo IV
17th +12/11/7 +10 +14 +11 Recharge III
18th +13/12/8 +10 +14 +11 Star Storm
19th +14/13/9 +10 +15 +12 Star Shear
20th +15/14/10/7 +10 +16 +12 Shot of the Pinpoint Star

Weapon and Armor Proficiency: Star Shooters can use light armor, bows, and daggers.

Materialize Ammo: Starting at first level, once per day a Star Shooter can focus light into a bundle of 100 silver-hued +1 arrows. At fourth level, they become +2 arrows. At 10th level, they become +3 arrows. At 15th level, they become +4 arrows.

Imbue Ammo: Starting at second level, once per day a Star Shooter can Imbue a bundle of 100 arrows to do an extra 1d4 light damage. This increases to an extra 1d6 at fifth level, an extra 1d8 at 11th level, and an extra 1d10 at 16th level.

Sacred Star Shot: Once per day for every level in Star Shooter a character has above second, a character may choose before rolling to hit to make a Sacred Star Shot. A Sacred Star Shot does an extra 1d4 light damage for every level above second. If the character misses, the Sacred Star Shot is expended and the character take 1d6 Solar Backlash light damage.

Shining Star Shot: In one day, a Star Shooter may make Shining Star Shots equal to his Wis modifier. A Shining Star Shot blinds and stuns (DC 10+caster Wis modifier) all enemies within a 20 ft. radius of where the arrow landed. The attack has to hit for this effect to activate. Any creature hit with a Shining Star Shot takes an extra 1d8 light damage.

Ever Lasting Reflexes: Your training has paid off in the long run, but left you toned for combat. You gain a plus to your reflex save equal to your Wis modifier.

"See The Light!": Once per day a Star Shooter may focus all light in the surrounding area into a shot of cleansing power. This shot does an extra 2d10+Wis modifier damage to Undead and ignores a skeleton's resistance to piercing damage. This attack mearly does an extra 1d6 to living targets.

Recharge: Once per day a Star Shooter can absorb star-light, negating the need for them to sleep and healing 1d20 damage. At 12th level, this ability improves so the Star-Shooter does not need water. At 17th level, the Star Shooter can gain all necessary nutrients from the stars, nd no longer needs food. This ability can only be used when the Star Shooter can see a star.

Falling Star: At 13th level, a Star Shooter can choose a star from the sky and call an avatar of it down to the Prime Material Plane. The Avatar dies not fight, but provides a 20 foot radius of bright light. The Avatar counts as a star for the purpose of the Recharge ability.

Eclipse Shot: At 14th level, a Star Shooter can focus the darkness in a room into an arrow, effectively making the room filled with bright light. This arrow, called an Eclipse Shot, surrounds the target with suffocating darkness, immobilizing them for 1d6 rounds. After the target is no longer immobilized, the target is feared for 1d8 rounds.

Star Storm:Once per day, a Star Shooter may call down a Star Storm, hitting all creatures within a 30 ft radius of the caster with 2d12+ Wis mod damage (DC 10 + Wis mod, Save for half damage)

Star Shear:Once per day, a Star Shooter can call upon the aid of the Stars to make an arrow becaome a Star Shear. The Star Shear does 1d10+Wis mod dmg to the target, and reduces it's AC by 1d10+3 for rounds equal to your Wis mod.

Shot of the Pinpoint Star: Once per day, a Star Shooter may call upon the powers of the Pinpoint Star, the star that is the least visible while still being visible in the midnight sky. It is, infact, only visible when there is no moon. A Shot of The Pinpoint Star has double the range on a normal attack, is always a critical hit, and does 1d12+Dex mod plus normal attack damage.

TA-DAH! I had really hoped my entry would be better though....PLEASE DON'T BREAK MY KNEECAPS!!!:smallfrown::smalleek:

Owrtho
2010-03-14, 12:28 AM
This is as of yet incomplete. Though as far as class abilities are concerned only the shadow magic stuff needs to be filled out (I haven't yet as its a lot to copy down). The other may need some work on wording and balance however. As for ethereal magic, the basic mechanics are done (though there may need to be some balancing), but I still need to make all the mist forms (for which suggestions are welcome).


Twilight Caster

"Day and night, like the sides of a coin. So similar, and yet, so different."
-Janus Darlight, a twilight caster

There are those that seek to master magic of either the plane of shadows or the ethereal plane. Then there are those that see them as being inherently tied and choose to master both. They are twilight casters. They're magic is tied to night and day, for during the day their ethereal magic is burned away by the sun, and at night the suns light is blocked and casts no shadows. For this reason they have pursued both types of magic that they be not helpless be it day or night.

Abilities: Charisma is among the most important abilities being key in both shadowmagic and ethereal magic. Intelligence is also important to mysteries, while Wisdom is used for mist forms.

Role: The Twilight caster can fill a role similar to a wizard or sorcerer. Supporting the party or using offensive magic.

Background: They choose to study the magic of the planes.

Organization: There are no particular organizations, as most twilight casters are either self taught or taught by a master.

Alignment: There is no favored alignment among twilight casters.

Races: Any race can become a twilight caster, though those that have ties with planar travel or the ethereal plane or plane of shadows are more likely.

Religion: There are no particular religions they are more or less likely to follow.

Other Classes: Most classes don't have much opinion about them one way or another. Shadowcasters and Ethercasters however often treat them with disdain for diluting their abilities with the other kind of magic.

Adaptation: While this class works best in a world where the ethereal plane and plane of shadows only exist based on if it is day or night (one existing during one ad the other during the other), it can function in ones where that is not the case. In that case the player might be allowed to choose which they want to use at day and which at night upon entering the class and it can be fluffed that in order to properly control both magics together they have to link their casting to the time of day lest they be overwhelmed (or something similar). If you choose to do so, I suggest changing the names of the Power shift abilities and which makes night and day as well (a suggestion for the names would be Sun of Shadows and Midnight Mists).

Hit Die: d6

Starting Gold: 3d4x10 (75gp)


Class Features

Class Skills: The twilight caster's class skills are Concentration (Con), Craft (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis)

Skill Points at First Level: (4 + Int mod) x 4
Skill Points at Each Additional Level: 4 + Int mod

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Dominant Casting|Secondary Casting

1st|
+0|
+0|
+2|
+2|Entwined casting, fundamentals of shadows, apprentice mysteries, leaking mist, simple mist forms|
1|
1

2nd|
+1|
+0|
+3|
+3|Dominant casting type|
2|
1

3rd|
+2|
+1|
+3|
+3| |
2|
2

4th|
+3|
+1|
+4|
+4|Umbral sight 30ft, ether sight 30ft|
3|
3

5th|
+3|
+1|
+4|
+4| |
4|
3

6th|
+4|
+2|
+5|
+5| |
4|
4

7th|
+5|
+2|
+x5|
+5|Power shift (first)|
5|
5

8th|
+6/+1|
+2|
+6|
+6|Innate mysteries, basic mist forms|
6|
5

9th|
+6/+1|
+3|
+6|
+6| |
6|
6

10th|
+7/+2|
+3|
+7|
+7| |
7|
7

11th|
+8/+3|
+3|
+7|
+7| |
8|
7

12th|
+9/+4|
+4|
+8|
+8|Umbral sight 60ft, ether sight 60ft|
8|
8

13th|
+9/+4|
+4|
+8|
+8|Power shift (second)|
9|
9

14th|
+10/+5|
+4|
+9|
+9| |
10|
9

15th|
+11/+6/+1|
+5|
+9|
+9| |
10|
10

16th|
+12/+7/+2|
+5|
+10|
+10|Master mysteries, complex mist forms, umbral sight 120ft, ether sight 120ft|
11|
11

17th|
+12/+7/+2|
+5|
+10|
+10| |
12|
11

18th|
+13/+8/+3|
+6|
+11|
+11| |
12|
12

19th|
+14/+9/+4|
+6|
+11|
+11| |
13|
13

20th|
+15/+10/+5|
+6|
+12|
+12|Umbral sight 90ft, ether sight 90ft|
14|
13[/table]

Weapon and Armor Proficiencies: You are proficient with all simple weapons. You are not proficient with any type of armor or shield. Armor interferes with your gestures which can cause your mysteries and mist forms to fail when they function as spells.

Entwined Casting (Ex): You learning of shadow magic and ethereal magic is so entwined that if any class would advance one it also advances the other as if you gained a level of this class.

Fundamentals of Shadows (Su): Details will come later (see tome of magic if your impatient). Differences are that you only start with 2 fundamentals and you gain aditional ones at levels 5, 10, 15, and 20 instead of every 4th level. You also don't gain unlimited uses until level 15. You may only use fundamentals during the day.

Mysteries and Paths: Again, details will come later (see tome of magic if your impatient). Differences are that you don't gain new mysteries every level. More on that at level 2. You still start with 1 mystery. You may only use mysteries during the day.


Leaking Mist (Su): As a twilight caster you have the ability make mist from the ethereal plane leak into the material plane. The amount you may cause to leak in each night is based on the number of mist forms you know (see table). This ability may be used at will as a move action. Ethereal mist ignores wind or spells that could normally scatter mist. You may draw the ethereal mist back to the ethereal plane in order to regain as much mist that you can leak. Creatures within the mist gain partial concealment. It always defaults to as circular a shape as it can make centered on you, but as a swift action you may make a concentration check (DC 10 + 1 per square that would be different) can be made to change the shape (must remain connected). You must maintain concentration each round, though only need to make the check again if you would be distracted or use a mist form. This may only be done if you are within the mist. You may only cause mist to leak from the ethereal to material plane at night.
{table=head]Mist Forms|5x5 squares of mist

1|
5

2|
9

3|
13

4|
21

5|
29

6|
37

7|
45

8|
57

9|
69

10|
81

11|
97

12|
113

13|
129

14|
145[/table]

Mist Forms: As a twilight caster you may shape the ethereal mists to perform tasks. By using the energies within it you may use mist forms. A mist form may only be used while within the mists, and may only be used upon targets within the mist. When used, a mist form uses up a number of squares of the mist equal to its spell level. If it is instant, the mist is consumed after its use, if it has a duration, the mist is used upon its start. The consumed squares of mist are always on the parameter of the mists. Some mist forms may allow additional squares of mist to be used in order to increase its power or duration. You start with one mist form at level one, and gain an additional one at levels based on if you choose ethereal magic as your dominant or secondary casting type. To start out, mist forms count as spells and have stomatic components. Upon gaining level 4 mist forms, mist forms that are levels 1 through count as spell-like abilities instead. Upon gaining level 7 mist forms, level 1 through 3 mist forms count as supernatural abilities and level 4 through 6 mist forms count as spell-like abilities.
You may only learn a mist form of a given level if you know at least two mist forms of the previous level. The exceptions to this are level 1 mist forms, level 4 mist forms, and level 7 mist forms, of which you need only know 1 of the previous level (or in the case of level 1 mist forms none). All mist forms are a standard action.
Mist forms can only be used at night.

Dominant casting type (Ex): At second level, you choose shadow magic or ethereal magic as you dominant casting type. This choice effects when you gain mysteries and mist forms (see table for how many you have at any level). The one not chosen becomes your secondary casting type.

Umbral Sight (Su): At 4th level a twilight caster's link to the plane of shadows grants them dark vision out to 30 feet. This increases at levels 12 and 20. They may only use dark vision during the day.

Ether Sight (Su): At 4th level a twilight caster's link to the ethereal plane allows them to view it from the material plane. They may as a free action allow themselves to see the ethereal plane out to 30ft. This distance increases at levels 12 and 20. When using ether sight, a twilight caster is able to see the ethereal plane overlaid on the material plane. This allows them to recognize the terrain even if they would normally be unable to do so due to lighting or magic, or blocking objects. In addition, they can see creatures or objects on the ethereal plane. This allows them to target creatures on the ethereal plane normally with effects that can effect the ethereal plane (such as force effects).

Power Shift (Ex): At seventh level you gain one of the two power shift abilities of your choice. At thirteenth level you gain the second one. If one of the opposing type would be used within the area of the other, the one with the higher caster level has dominance. If both have the same caster level, they cancel each other out until one ends.
Night Shell (Su): By expending a level 3 mystery use or the equivalent (three level 1 mysteries, a level 1 and a level 2 mystery, etc.), you may create a shell of shadows above you that makes it seem to be night within a circular area with a radius equal to 5 feet times your class level. When cast it is centered on you, but does not move to follow you. All twilight casters within this area act as if it is night for the purpose of weather they can use shadow magic or ethereal magic. It lasts for 3 rounds. In addition, you may sacrifice additional mysteries when casting it to make it last an additional number of rounds equal to the number of mystery levels sacrificed to cast it after the first 3. Thus if you use a level 3 mystery and a level 2 mystery it will last 5 rounds, and if you use only a level 4 mystery it would last 4 rounds.

Sunlight Mist (Su): By consuming 4 squares of ethereal mist, you may create a floating orb of light directly above yourself. This orb does not follow you. The orb effects an area with a radius equal to 5 feet times your class level. All twilight casters within this area treat it as being day within this area for the purpose of weather they can use shadow magic or ethereal magic. This ability has a duration of 2 rounds. In addition upon casting, you may choose to consume an additional 2 squares of ethereal mist as many times as you like to make it last an additional round per two extra squares of ethereal mist consumed.



Mist Forms
Simple Mist Forms
Stinging Mist
Level: 1st
Range: Mist
Optional Cost: 1 square of mist per additional 1d3 of damage. Maximum of caster level.
Duration: Instantaneous
Description: You cause the mist around a target to form into sharp needles stinging them. This is a ranged touch attack that deals 1d3 force damage. In addition you may consume an additional square of mist up to a maximum of you caster level to deal an additional 1d3 damage per extra square consumed.

Feeling Mists
Level: 1st
Range: self
Optional Cost: 1 square of mist per additional 2 rounds of duration.
Duration: 2 rounds
Description: You ignore concealment of creatures within the mist.

Ethereal Touch
Level: 1st
Range: mist
Optional Cost: 1 square of mist per additional round of duration.
Duration: 3 rounds
Description: Everything within the ethereal mist acts as though it has ghost touch.

Dispersal
Level: 1st
Range: NA
Optional Cost: 1 square of mist per additional increase in area.
Duration: 2 rounds + 1 round per 2 caster level
Description: You are able to spread the mist thinner to increase it's area. When used you have two squares of mist for each square of mist already existing. You may consume additional squares of mist upon use to increase the number of squares gained per square by 1 for each additional square consumed. However, by spreading the mist thinner the effectiveness of mist forms is reduced. Any damage dealt by a mist form is reduced by 1 per 2 damage die per square of mist gained from a single square (minimum total damage of 1). The DC of any saves is reduced by 1 per extra square gained per square. Any bonuses gained from mist forms are reduced by 1 per extra square gained per square. The number of squares of mist that must be consumed to equal 1 square for other mist forms or other abilities is multiplied by the same amount as the number of squares of mist you have. And the mist no longer grants concealment. This effect lasts up to 2 rounds plus an additional round per 2 caster levels, but may be ended any time as a free action.

Ether Gust
Level: 2nd
Range: Mist
Optional Cost: 3 square of mist per additional 1 rounds of duration. Maximum of caster level.
Duration: Instantaneous or longer with additional cost
Description: Target square becomes filled with gusts of ethereal currents. For each target within the square rolls for an effect on the below table. Additional mist may be consumed to make the gust have a duration. If this is done, any creature in the square at the start of a round while the effect persists, or moving into the square must roll on the table.

{table=head]
d%| Effect

01-30|Deals 1d4 damage. (Fort save DC 20 negates)

31-60|Moves 1d3 squares in a random direction.

61-80|Moves 2d3 squares in a random direction.

81-90|Deals 2d4 damage. (Fort save DC 20 negates)

91-95|Teleport 1d2 squares in a random direction (includes vertically). If moved inside a solid object, creature is shunted aside but takes 1d6 points of damage for each 5 feet traveled this way.

96-100|Teleported to ethereal plane (or material if already on ethereal) for 1d3 rounds.[/table]

Ectoplasm
Level: 2nd
Range: mist
Optional Cost: 3 square of mist per additional 2 squares of area (Maximum of caster level). 1 square of mist per additional round of duration (Maximum caster level)
Duration: 2 rounds
Description: A 10 by 10 square area within the mist is coated in ectoplasm. Upon casting you may choose to make sticky or slick ectoplasm. If you choose sticky, any creature within the area becomes entangled. If you choose slick, the area acts as if under the effects of the grease spell. You may consume 3 additional squares of mist to increase the area by two squares a number of times equal to your caster level. The area may not extend outside of the mist and any squares that leave the mist instantly have their duration end. All squares must be touching upon casting. You may also consume additional squares of mist upon casting to increase the duration by one round per square a number of times up to your caster level.

Etherstep
Level: 2nd
Range: mist, single target
Optional Cost: 1 square of mist per additional round of duration. 2 squares of mist per additional +1 to AC and Reflex. Maximum or half caster level. 2 squares of mist per +1 to attack rolls. Maximum or half caster level.
Duration: 2 rounds + optional cost
Description: You use the ethereal mist to lighten a single target. That target gains +5 feet movement speed, as well as a +1 bonus to AC and Reflex saves. This bonus to AC counts as a Dexterity bonus but doesn't count toward the max Dex bonus from armor. Additional mist may also be consumed to increase the targets attack rolls. If the target leaves the range of the mist the effect immediately ends.

Forceful Mist
Level: 3rd
Range: self
Optional Cost: 2 square of mist per additional round of duration.
Duration: 3 rounds
Description: For the duration of this mist form, all mist forms you cast have count as force effects. The duration automatically ends if you leave the ethereal mist.

Mist Shades
Level: 3rd
Range: mist
Optional Cost: 3 square of mist per additional round of duration.
Duration: 2 rounds
Description: The ethreal mist seems to become filld with moving shapes. They can look to be humanoid or otherwise at the choice of the caster. The apperant movement distracts creatures in the mist giving them a -1 penalty to Reflex saves per. This penalty is increased by -1 per 3 caster levels (rounded down).

Lance
Level: 3rd
Range: mist
Optional Cost: 1 square of mist per +1 to attack. 2 squares of mist per additional die of damage. Maximum of half caster level.
Duration: Instantaneous
Description: You create a lance made of ethereal mist and that flies in the direction of your choice in a strait line. if a creature is in it's path it makes an attack against that creature using your attack. The attack may be increased by consuming squares of mist. If it succeeds on the attack, it then deals 1d6 damage + 1d6 damage per 2 squares of extra mist consumed. It then makes an attack against the creatures flatfooted AC. If successful it continues following its path. If unsuccessful it stops and vanishes. Upon reaching the edge of the mist it vanishes.

Basic Mist Forms
Chilling Mist
Level: 4th
Range: Mist
Optional Cost: 4 square of mist per creature excluded. Maximum of caster half level.
Duration: Instantaneous
Description: You cause the ethereal mist to gain the chill of death. All other creatures within the mist must make a will save (DC 10 + caster level + Charisma modifier) or become paralyzed for 2d4 rounds. You may consume an additional 4 squares of mist up to a number of times equal to half your caster level to spare a number of creatures within the mist of this effect.

Unnatural Fear
Level: 4th
Range: Mist
Optional Cost: 2 square of mist per +2 to DC. Maximum of caster half level. 3 squares of mist per additional round of duration
Duration: 4 rounds + optional cost
Description: The mist gives off an unnatural feeling inspiring fear in those within. Upon using, all other creatures within the mist must make a will save (DC 10 + caster level + wisdom modifier), or become shaken (or the next step in fear if already shaken) for 2d6 rounds. During the duration of the effect, any creature entering the mist must also make the save. When ever a creature within the mist would have to make a save against another mist form during the duration of Unnatural Fear, they must make the save again. If a creature leaves the mist, they reduce a step of fear from this effect every 3 rounds they are outside the mist. Entering the mist again while still afraid requires a will save (DC 10 + caster level + wisdom modifier + 2 per step of fear).

Death's Conference
Level: 4th
Range: Mist
Optional Cost: 4 square of mist per hour since death after first. Maximum of caster level.
Duration: 2 minutes + 1 minute for every caster level after 6th
Description: You cause the summon the attention of recently killed creature within the mist to gather information from it. You may only summon a creature that has died within 1 hour + an additional hour for every 4 additional squares of mist consumed to a maximum of caster level. This spirit is only capable of speaking though it is visible. While the spirit is compelled to respond, it does not have to do so honestly and is treated as a normal creature of its type for the purpose of gathering information. The spirit remains for a number of minutes equal to 2 + your caster level - 6.

Walls in the Mist
Level: 5th
Range: Mist
Effect: 20 feet plus optional cost
Optional Cost: 5 extra feet per additional square of mist consumed. Maximum of caster level - 5. +1 round per 2 additional squares of mist consumed
Duration: 6 rounds + optional cost
Description: You create walls out of the ethereal mist. These are like walls of force except that they are visible as thicker areas of mist. If a portion leaves the ethereal mist, that portion is immediately destroyed, though the rest is not affected.



Owrtho

Sereg
2010-03-14, 12:29 AM
GLOWHERD

"These "glorified reading lights" as you call them, are the things that will ensure our victory!" - Swordfeather Kyrek, illumian glowherd

Glowherds are people whom have a supernatural influence on light. They have practised this influence until they are able to coax light into spheres called glows which they shepherd and cause to give ff supernatural effects called radiances ad beams. They appear to do this through force of will and mental persuasion.

Abilities: The difficulty class to resist the effect of a glowherd’s radiances and beams are based off Charisma, making that an important ability. With low hit points, constitution is also useful. As most of a glowherd’s attacks are ranged, dexterity could also be useful.

Role: Glowherds are mainly good for support, yet they have some debuffing and minor blasting abilities as wee. They are also capable of serving as the party face.

Background: Like sorcerers, glowherds are usually untrained and simply discovered their abilities by accident. Those that were intrigued by their early experiments then proceeded to practice and attempt to control the light that they were influencing. Once s/he could draw out the light, it became instinct to form it into a ball and control it. Some individuals hear about other glowherds and attempt the abilities themselves before discovering that they have the talent.

Organization: As most glowherds are self-trained, there are no academies or similar organizations for them to join. However, glowherds are easily recognized for what they are, especially by other glowherds whom may be interested in joining them to trade advice and cooperate in mutually beneficial undertakings which results in small guilds being formed.

Alignment: Glowherds can be any alignment. Good glowherds are more common due to the associations that many culture’s have with light, their supportive role and the difficulty that glowherd’s have with using their powers for illegal, underhanded activities. Good glowherds wish to use their powers to help and support others. Evil glowherds see light as another thing to be controlled for their own benefit. Lawful glowherds see themselves as bringers of control to the phenomenon of light and often as tacticians like marshals. Chaotic glowherds are fond of trickery and manipulation and see lght as something else to practice these skills on.

Races: Blind races such as grimlocks cannot become glowherds s they cannot sense the light in order to manipulate it. Races that are light sensitive and/or which rely on ambush such as kobolds are rarely glowherds as the light is disadvantageous for them. Races that live below the surface are also unlikely to become glowherds as they are too familiar with darkness. As sun-lovers, humans are one of the races to host many glowherds. Elves are also at home in the open, admiring the sky which gives them many glowherds. Half-elves become glowherds for similar reasons to their parents. Some fey see light as a part of nature, to become one with, by becoming glowherds. Centaurs become glowherds for similar reasons to fey and elves. Lawful good aasimer sometimes see becoming a glowherd as a way of seeming closer to archons due to the similarity in appearance between glows and lantern archons.

Religion: Some glowherds see religion as irrelevant and only concentrate on their own natural talent. Others see their abilities as gifts from the gods that they should be thankful for. Religious glowherds tend to worship gods of light or celestial bodies such as Pelor. Some will instead worship gods of magic due to the supernatural nature of their powers. Many glowherds are attracted to Boccob whom they see as guardian of magic and mainly interested in his own powers, which they identify with.

Other Classes: Glowherds recognize the importance of having someone in armour with a big weapon to protect him/her and someone to heal his/hr wounds. They acknowledge that their powers are not good for being sneaky as well, so even if they find such classes distasteful, they realise that they cannot replace such individuals. Arcane casters are important for doing flashy things even if the glowherd feels that they can be condescending. In fact, as a supporting class, glowherds know the importance of teamwork and are good at it. The biggest rivalry with glowherds comes from bards as they fulfil similar roles while one uses sound and the other light. Rogues and similar classes can also be put off by the fact that light makes sneakiness more difficult.

Adaptation: As currently written, glowherds are rare as the use strange supernatural powers that few people know how to use. Maybe the process was recently discovered. Maybe it was taught and passed down through the generations in a particular tribe. Maybe it is a more literal gift from the gods. One may wish to make the class more-wisdom and less-charisma based in that case. Maybe the glows are spirits, undead or elementals in which case maybe the glowherd should be able to speak to them or give them familiar-like powers. Maybe this is related to psionics and uses power points. Alternatively it could use invocations or spell-like abilities.

Hit Die: d4

Starting Gold: 3d4 x 10 (75gp)


Class Features

Class Skills: The glowherd's class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Perform (Cha), Profession (Wis), Search (Int), Spellcraft (Int), and Spot (wis).

Skill Points at First Level: (4 + int modifier) X 4
Skill Points at Each Additional Level: 4 + int modifier

{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special |Glows|Radiances Known |Beams Known

1st|
+0|
+0|
+0|
+2| Dedication to Sight (Low-light Vision), Illumination Bonus +1 radiance Range 10 ft., Quench/Ignite|1|1|1

2nd|
+1|
+0|
+0|
+3|Deflect|1|1|2

3rd|
+2|
+1|
+1|
+3| Dedication to Sight (Darkvision) |1|2|2

4th|
+3|
+1|
+1|
+4|Illuminate|2|2|3

5th|
+3|
+1|
+1|
+4| Dedication to Sight (Glare Resistance), Radiance Range 15 ft.|2|2|4

6th|
+4|
+2|
+2|
+5|Favourable Lighting|2|3|4

7th|
+5|
+2|
+2|
+5| Dedication to Sight (Blindness Resistance) |2|3|5

8th|
+6/+1|
+2|
+2|
+6|Illumination Bonus +2|3|3|6

9th|
+6/+1|
+3|
+3|
+6| Dedication to Sight (Farsight) |3|4|6

10th|
+7/+2|
+3|
+3|
+7| Radiance Range 20 ft.|3|4|7

11th|
+8/+3|
+3|
+3|
+7| Dedication to Sight (Keen Eyes) |3|4|8

12th|
+9/+4|
+4|
+4|
+8|Dazzle|4|5|8

13th|
+9/+4|
+4|
+4|
+8| Dedication to Sight (Recognize Figment) |4|5|9

14th|
+10/+5|
+4|
+4|
+9|Remote Beam|4|5|10

15th|
+11/+6/+1|
+5|
+5|
+9| Dedication to Sight (Pierce Concealement) Radiance Range 25 ft.|4|5|10

16th|
+12/+7/+2|
+5|
+5|
+10| Illumination Bonus +3|5|5|11

17th|
+12/+7/+2|
+5|
+5|
+10| Dedication to Sight (See invisibilty) |5|5|12

18th|
+13/+8/+3|
+6|
+6|
+11|Reflect|5|6|12

19th|
+14/+9/+4|
+6|
+6|
+11|Dedication to Sight (True seeing) |5|6|13

20th|
+15/+10/+5|
+6|
+6|
+12| Additional Primary, Illumination Bonus +4, Radiance Range 30 ft.|6 |6 |14 [/table]


Weapon and Armor Proficiencies: Glowherds are profficient with all simple weapons, as well as shortbows. They are not profficient with any form of armour or shields.

Glows: Glows are the defining feature of the glowherd. Every morning, the glowherd must spend an hour before a light source (the sun qualifies) and use his/her supernatural powers to draw in the light and coax it into balls of light called glows. The glowherd has full control over his/her glows which follow him/her around. The glows are able to move up to a distance away from the glowherd equal to 5 ft. more than their radiance range as long as they do not break line of effect. The number of glows that a glowherd shapes increases as s/he gains levels as indicated in the table. Each glow provides illumination and penalties to hide checks as if it were a torch. One glow is considered the glowherds primary glow and has an illumination bonus equal to one higher than that of the other glows. The glowherd can alternate which glow is his/her primary glow as a standard action which does not threaten an attack of opportunity. Glows and the effects that they produce are treated as spells of a level equal to their illumination bonus and with a caster level equal to the glowherd’s glowherd level. Dispelled glows are quenched.

Radiances: Each glow produces an effect on the allies or enemies of the glowherd within its radiance range. This effect is known as a radiance. The glowherd can switch the radiance of any of his/her glows to any other radiance that s/he knows as a standard action which does not threaten an attack of opportunity. Everytime that a glowherd learns a new radiance, s/he may replace one of his/her old radiances known in the same manner as a sorcrerer changing spells. The effects produced by radiances do not stack with each other.

Beams: If the glowherd’s primary glow occupies the same space as the glowherd him/herself, then the glowherd may fire any beam that s/he knows from the glow as a ranged touch attack. Doing so quenches the primary glow. Everytime that a glowherd learns a new beam, s/he may replace one of his/her old beams known in the same manner as a sorcrerer changing spells.

Quench/Ignite (su): The glowherd may quench one or more of his/her glows as a free action. Doing so removes all the benefits that the glow provides. While quenched, a glow provides no illumination and is invisible. To those who can see invisible objects, a quenched glow looks like a tiny atmospheric disturbance. The glowherd may ignite a quenched glow, returning all its benefits as a standard action which does not threaten an attack of opportunity.

Dedication to Sight: A glowherd is dependent on light and his ability to see it. If s/he is blinded, all his/her glows are immediately quenched and cannot ignite until the glowherd can see again. However, the glowherd has been rewarded for his/her training with his/her eyes. As a full-round action which provides an attack of opportunity, the glowherd may cast cure blindness (self only) as a spell-like ability. Also, his/her eyesight improves as s/he gains levels. Unless overwise stated, these are extraordinary abilities.

At first level, the glowherd gains low light vision.

At third level, the glowherd gains darkvision.

At fifth level, the glowherd gains glare resistance, meaning that s/he has a bonus on saving throws versus being dazed or dazzled by a light source equal to his/her illumination bonus.

At seventh level, the glowherd gains blindness resistance, meaning that s/he has a bonus on saving throws versus being blinded equal to his/her illumination bonus.

At ninth level, the glowherd gains farsight. This doubles the distance that the glowherd can see as well as the range increment on all ranged attacks that the glowherd makes.

At eleventh level, the glowherd gains keen eyes meaning that s/he has a bonus on spot and search checks equal to his/her illumination bonus.

At thirteenth level, the glowherd gains recognize figment, meaning that s/he has a bonus on saving throws to disbelieve figments equal to his/her illumination bonus.

At fifteenth level, the glowherd gains pierce concealment. This removes the benefits of concealment for all attacks that the glowherd makes against any individual.

At seventeenth level, the glowherd gains see invisibility as the spell. This is a supernatural ability.

At nineteenth level, the glowherd gains true seeing as a spell-like ability (self only) as the spell.

Deflect (su): The glowherd gains a deflection bonus to armour class equal to the number of unquenched glows in his/her space.

Illuminate (su): When a glow is in the same space as an enemy. All the glowherds allies (including the glowherd him/herself) gain a circumstance bonus equal to the glowherd’s illumination bonus on attack rolls against that enemy.

Favourable Lighting (su): A glowherd can arrange his/her glows to make an individual look attractive, impressive or scary. S/he can give any individual a circumstance bonus on charisma based skill checks equal to the number of glows occupying the individual’s space.

Dazzle (su): A glowherd can cause a glow that is in the space of an enemy to flare in the enemy’s eyes as a standard action that does not provoke an attackm of oppertunity. The enemy will have to make a fortitude save DC (10+glowherd level+charisma modifier) or be dazzled.

Remote Beam (su): At 14th level, the glowherd’s primary glow does not need to be in his/her space to fire a beam from it.

Reflect (su): At 18th level the glowherd can cause a beam that hits an enemy to fire at an additional enemy with a -2 penalty on the second attack roll.

Additional Primary (su): At 20th level, the glowherd may treat 2 of his/her glows as his/her primary glow at once, gaining all associated benefits.

Radiances:
Agile Radiance

All allies within the radiance range gain a bonus to dexterity equal to the glowherd’s illumination bonus.

Aligned Radiance

The glowherd chooses an alignment component that s/he shares. All individuals that share that alignment component within the radiance range bypass damage reduction as if their weapons possessed that alignment. Also, they gain damage reduction equal to the glowherd’s illuminaion bonus negated by the opposing alignment.

Angry Radiance

All individuals within the radiance range enter a state similar to a barbarian’s rage with the exception that the bonuses provided to allies are equal to the glowherd’s illumination bonus as are the penalties provided to enemies. (This is a minimum of 2 in each case).

Arctic Radiance

All enemies within the radiance range take a number of points of cold damage equal to the glowherd’s illumination bonus per round.

Armoured Radiance

All allies within the radiance range have their armour bonus to amour class increased by the glwherd’s illumination bonus.

Bounding Radiance

All allies within the radiance range gain a bonus to jump checks equal to the glowherd’s illumination bonus and are no longer limited by height.

Brawny Radiance

All allies within the radiance range gain a bonus to strength equal to the glowherd’s illumination bonus.

Circumventing Radiance

All allies within the radiance range gain a bonus to disable device checks equal to the glowherd’s illumination bonus.

Clumsy Radiance

All enemies within the radiance range take a penalty to attack rolls equal to the glowherd’s illumination bonus.

Concealing Radiance

All allies within the radiance range gain concealment which provides a miss-chance equl to 5 x the glowherd’s illumination bonus percent.

Confusing Radiance

All enemies which enter the radiance range must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or be confused for a number of rounds equal to the glowherd’s illumination bonus or until they are no longer within the confusing radiance, whichever is sooner. Whether or not they make the save, they are then immune to this particular glowherd’s confusing radiance for 24 hours.

Creative Radiance

All allies within the radiance range gain a bonus to craft and perform checks equal to the glowherd’s illumination bonus.

Dazzling Radiance

All enemies which enter the radiance range must make a fortitude save DC 10 + glowherd’s charisma bonus + illumination bonus or be dazzled for a number of rounds equal to the glowherd’s illumination bonus or until they are no longer within the dazzling radiance, whichever is sooner. Whether or not they make the save, they are then immune to this particular glowherd’s dazzling radiance for 24 hours.

Decietful Radiance

All allies within the radiance range gain a bonus to bluff and sleight of hand checks equal to the glowherd’s illumination bonus.

Desert Radiance

All enemies within the radiance range take a number of points of fire damage equal to the glowherd’s illumination bonus per round.

Diseased Radiance

All enemies which enter the radiance range must make a fortitude save DC 10 + glowherd’s charisma bonus + illumination bonus or be sickened for a number of rounds equal to the glowherd’s illumination bonus or until they are no longer within the diseased radiance, whichever is sooner. Whether or not they make the save, they are then immune to this particular glowherd’s diseased radiance for 24 hours.

Distracting Radiance

All enemies within the radiance range take a penalty to will saves equal to the glowherd’s illumination bonus.

Enhanced Radiance

All allies within the radiance range gain the benefits of having weapons and armour with an enhancement bonus that is higher by an amount equal to the glowherd’s illumination bonus. This applies even to mundane equipment.

Fragile Radiance

All enemies within the radiance range take a penalty to fortitude saves equal to the glowherd’s illumination bonus.


Friendly Radiance

All allies within the radiance range gain a bonus to diplomacy checks equal to the glowherd’s illumination bonus.

Imposing Radiance

All allies within the radiance range gain a bonus to intimidate checks equal to the glowherd’s illumination bonus.

Intuitive Radiance

All allies within the radiance range gain a bonus to wisdom equal to the glowherd’s illumination bonus.

Ironhide Radiance

All allies within the radiance range gain damage reduction equal to the glowherd’s illumination bonus.

Keen Radiance

All allies within the radiance range gain a bonus to critical threat range equal to the glowherd’s illumination bonus.

Natural Radiance

All allies within the radiance range gain a bonus to handle animal and survival checks equal to the glowherd’s illumination bonus.

Peaceful Radiance

All allies within the radiance range gain a bonus saves versus emotion based effects equal to the glowherd’s illumination bonus.

Perceptive Radiance

All allies within the radiance range gain a bonus to spot and search checks equal to the glowherd’s illumination bonus.

Radiance of Clarity

All allies within the radiance range gain a bonus to will saves equal to the glowherd’s illumination bonus.

Radiance of Elemental Resistance

All allies within the radiance range gain resistance to an element, chosen by the glowherd when he activates the radiance, equal to the glowherd’s illumination bonus.

Radiance of Morale

All allies within the radiance range gain a bonus to saves versus fear equal to the glowherd’s illumination bonus.

Radiance of Motion

All allies within the radiance range gain a bonus to climb and swim checks equal to the glowherd’s illumination bonus.

Radiance of Pinpoint Aim

All allies within the radiance range gain a bonus to ranged attack rolls equal to the glowherd’s illumination bonus.

Radiance of Spell Resistance

All allies within the radiance range gain spell resistance equal to 10 plus the glowherd’s illumination bonus.

Radiance of Splendour

All allies within the radiance range gain a bonus to charisma equal to the glowherd’s illumination bonus.

Radiance of Stamina

All allies within the radiance range gain a bonus to constitution equal to the glowherd’s illumination bonus.

Reactive Radiance

All allies within the radiance range gain a bonus to reflex saves equal to the glowherd’s illumination bonus.

Ready Radiance

All allies within the radiance range gain a bonus to initiative equal to the glowherd’s illumination bonus.

Slow Radiance

All enemies within the radiance range take a penalty to reflex saves equal to the glowherd’s illumination bonus.

Speedy Radiance

All allies within the radiance range gain a bonus to movement rate equal to 5 X the glowherd’s illumination bonus.

Striking Radiance

All allies within the radiance range gain a bonus to melee attack rolls equal to the glowherd’s illumination bonus.

Terrifying Radiance

All enemies which enter the radiance range must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or become shaken for a number of rounds equal to the glowherd’s illumination bonus or until they are no longer within the terrifying radiance, whichever is sooner. Whether or not they make the save, they are then immune to this particular glowherd’s terrifying radiance for 24 hours.

Tiring Radiance

All enemies which enter the radiance range must make a fortitude save DC 10 + glowherd’s charisma bonus + illumination bonus or become fatigued for a number of rounds equal to the glowherd’s illumination bonus or until they are no longer within the tiring radiance, whichever is sooner. Whether or not they make the save, they are then immune to this particular glowherd’s tiring radiance for 24 hours.

Tough Radiance

All allies within the radiance range gain a bonus to fortitude saves equal to the glowherd’s illumination bonus.

Vicious Radiance

All allies within the radiance range gain a bonus to damage rolls equal to the glowherd’s illumination bonus.


Beams:
Binding Beam

The target must make a fortitude save DC 10 + glowherd’s charisma bonus + illumination bonus or be considered entangled for a number of rounds equal to the glowherd’s illumination bonus. Whether or not they make the save, they are then immune to this particular glowherd’s binding beam for 24 hours.

Blinding Beam

The target must make a fortitude save DC 10 + glowherd’s charisma bonus + illumination bonus or be blinded for a number of rounds equal to the glowherd’s illumination bonus. Whether or not they make the save, they are then immune to this particular glowherd’s blinding beam for 24 hours.

Burning Beam

The target takes 1d6 points of fire damage per point of illumination bonus.

Clumsy Beam

The target must make a fortitude save DC 10 + glowherd’s charisma bonus + illumination bonus or take a number of points of dexterity damage equal to the glowherd’s illumination bonus. This cannot reduce dexterity to below 1.

Confusing Beam

The target must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or be confused for a number of rounds equal to the glowherd’s illumination bonus. Whether or not they make the save, they are then immune to this particular glowherd’s confusing beam for 24 hours.

Crude Beam

The target must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or take a number of points of charisma damage equal to the glowherd’s illumination bonus. This cannot reduce charisma to below 1.

Dazing Beam

The target must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or be dazed for a number of rounds equal to the glowherd’s illumination bonus. Whether or not they make the save, they are then immune to this particular glowherd’s dazing beam for 24 hours.

Diseased Beam

The target must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or be nauseated for a number of rounds equal to the glowherd’s illumination bonus. Whether or not they make the save, they are then immune to this particular glowherd’s nauseating beam for 24 hours.

Dispelling Beam

The glowherd makes a dispel check as if s/he were a spellcaster with a caster level equal to his/her glowherd level, with a bonus equal to his/her illumination bonus.

Disrupting Beam

The target must make a concentration check DC 10 + glowherd’s charisma bonus + illumination bonus or have the action which they are performing be disrupted as if by an attack.

Foolish Beam

The target must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or take a number of points of wisdom damage equal to the glowherd’s illumination bonus. This cannot reduce wisdom to below 1.

Force Beam

The target takes 1d3 points of force damage per point of illumination bonus.

Fragile Beam

The target must make a fortitude save DC 10 + glowherd’s charisma bonus + illumination bonus or take a number of points of constitution damage equal to the glowherd’s illumination bonus. This cannot reduce constitution to below 1.

Freezing Beam

The target takes 1d4 points of cold damage per point of illumination bonus.

Morph Beam

The target must make a fortitude save DC 10 + glowherd’s charisma bonus + illumination bonus or be polymorphed into a diminutive creature with a challenge rating of less than ½ for a number of rounds equal to the glowherd’s illumination bonus. Whether or not they make the save, they are then immune to this particular glowherd’s morphing beam for 24 hours.

Paralysing Beam

The target must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or be paralysed for a number of rounds equal to the glowherd’s illumination bonus. Whether or not they make the save, they are then immune to this particular glowherd’s paralysing beam for 24 hours.

Petrifying Beam

The target must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or be turned to stone for a number of rounds equal to the glowherd’s illumination bonus. Whether or not they make the save, they are then immune to this particular glowherd’s petrifying beam for 24 hours.

Positive Beam

The target undead takes 1d6 points of positive energy damage per point of illumination bonus.

Ramming Beam

The target must make a balance check DC 10 + glowherd’s charisma bonus + illumination bonus or be knocked back a number of feet equal to 5 x the glowherd’s illumination bonus. The target also takes damage as if the target fell from that distance.

Shocking Beam

The target takes 1d4 points of electricity damage per point of illumination bonus.

Shrinking Beam

The target must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or be reduced as the spell reduce person for a number of rounds equal to the glowherd’s illumination bonus. Whether or not they make the save, they are then immune to this particular glowherd’s shrinking beam for 24 hours.

Sleepy Beam

The target must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or fall asleep for a number of rounds equal to the glowherd’s illumination bonus. Being attacked will wake them up. Whether or not they make the save, they are then immune to this particular glowherd’s sleepy radiance for 24 hours.

Stunning Beam

The target must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or be stunned. Whether or not they make the save, they are then immune to this particular glowherd’s astonishing radiance for 24 hours.

Stupid Beam

The target must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or take a number of points of intelligence damage equal to the glowherd’s illumination bonus. This cannot reduce intelligence to below 1.

Tired Beam

The target must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or be exhausted. Whether or not they make the save, they are then immune to this particular glowherd’s tiring radiance for 24 hours.

Weak Beam

The target must make a fortitude save DC 10 + glowherd’s charisma bonus + illumination bonus or take a number of points of strength damage equal to the glowherd’s illumination bonus. This cannot reduce strength to below 1.

Glows and the effects that they produce are treated as spells of a level equal to their illumination bonus and with a caster level equal to the glowherd’s glowherd level. Dispelled glows are quenched.

IcarusWings
2010-03-14, 03:59 PM
The Synergist

You might use the power of the stars... but I become the stars

Boyadin Stargaze, a master Synergist

Many people, when they look up at the constellations, see interesting shapes formed by sheer coincidence... A synergist sees power.
A synergist seeks to gain power from the stars by emulating their complex shapes, slowly becoming more like the constellation as they synergise with the movements of the stars.
No one knows why the stars give power, but many believe that the constellations are actually sleeping primordials, and the stars their chakra points; by mimicking their positions the Synergist taps into some of their sleeping power.

Abilities: Constitution is important to the Synergist due to it defining how many Soulmelds they can have active. Strength is also important as Synergists are going to be fighting in the front lines.

Role: A synergist is usually a front line fighter, but the variety of their katas provide them with some degree of flexibility.

Background: All you need to become a Synergist is a fascination with the constellations and a nimble enough body to be able to mimic them.

Organization: Organizations of Synergists are few and far between, those few though are usually very different from one another due to different stars being prominent in different continents.

Alignment: Synergists may be of any Alignment.

Races: elves and halflings are some of the most common Synergists due to the elves naturalistic tendencies and the halfling's wandering nature allowing them to see and appreciate the stars, dwarves and gnomes are rare due to them mostly living underground. Surprisingly, human synergists are quite rare because the amount of pollution in their cities can make it difficult to appreciate the stars.

Religion: Synergists seldom follow deities, as they usually devote themselves to the stars; if they do then they will usually worship gods of the sky or night.

Other classes: Synergists get on well with most classes, especially ones with a sense of style and precision. Synergists often disapprove of Barbarians, Totemists and Sorcerors as they believe that they are to wild and undisciplined.

Adaptation: This class would fit with most settings which have no defined constellations, if your setting does then you may wish to alter some of the katas.

Hit Die: d8

Starting gold: 4d4 x 10(100)

[/b]Class Skills: The Synergists class skills (and key abilities) are: Tumble(dex), Balance(dex), Jump(dex), Escape Artist(dex), Knowledge(constellations)(int), Sleight of Hand(dex).

[b]Skill Points at first level: (4+int mod) x 4
Skill Points at each additional level: 4 + int modifier

Class Abilities
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Soulmelds|Chakra Binds

1st|
+1|
+0|
+2|
+0|Synergy, Wardance, Bonus Feat|0|0

2nd|
+2|
+1|
+3|
+1|Smite of the Stars 1/day|0|0

3rd|
+3|
+1|
+3|
+1|Unapproachable Dance|0|0

4th|
+4|
+2|
+4|
+2|Quickening Dance, Bonus Feat|0|0

5th|
+5|
+2|
+4|
+2|Meldshaping|1|0

6th|
+6/+1|
+3|
+5|
+3|Prepared Dance, Smite of the Stars 2/day|1|0

7th|
+7/+2|
+3|
+6|
+3|Bonus Feat|1|0

8th|
+8/+3|
+4|
+6|
+4|Chaotic Dance|2|1

9th|
+9/+4|
+4|
+6|
+4|Unstoppable Dance|2|1

10th|
+10/+5|
+5|
+7|
+5|Bonus Feat|2|1

11th|
+11/+6/+1|
+5|
+7|
+5|Smite of the Stars 3/day|2|1

12th|
+12/+7/+2|
+6|
+8|
+6||3|1

13th|
+13/+8/+3|
+6|
+8|
+6|Bonus Feat|3|1

14th|
+14/+9/+4|
+7|
+9|
+7||3|2

15th|
+15/+10/+5|
+7|
+9|
+7|Smite of the Stars 4/day|3|2

16th|
+16/+11/+6/+1|
+8|
+10|
+8|Bonus Feat|4|2

17th|
+17/+12/+7/+2|
+8|
+10|
+8||4|2

18th|
+18/+13/+8/+3|
+9|
+11|
+9||4|3

19th|
+19/+14/+9/+4|
+9|
+11|
+9|Bonus Feat|4|3

20th|
+20/+15/+10/+5|
+10|
+12|
+10|Star Release, Smite of the Stars 5/day|5|3[/table]

Weapon Proficiency: A Synergist is proficient with all simple and martial weapons and with light and medium armour. They also begin play proficient with two exotic weapons of your choice.

Synergy: every time a Synergist executes a form from the same kata as the last form in that encounter, his synergy pool increases by one. Every time a Synergist executes a form from a different kata as the last form in that encounter, then their synergy pool decreases by two (it cannot go below one). Every round where you do not use any forms you lose 1 point from your synergy pool, and the pool is reduced to one at the end of any encounter. You also lose one point of synergy if you make an attack of opportunity or full attack. Your synergy pool may never go below one.

Wardance: a Synergist may execute a form from any kata he knows so long as his synergy pool is equal to the synergy level of the form. If the form is from a different kata as the last one in the encounter then it’s synergy level must be at least three points lower than you synergy pool, and after executing the form, you synergy pool is decreased by the synergy level of that new form. If you expend synergy points to augment a form then you must expend the synergy points immediately before executing the form; e.g. if you wanted to augment a form with a synergy level of seven by expending 2 synergy points, you must have a synergy pool of 9 so that when you spend the 2 synergy points you still have enough left over to actually use the form.
You may only use a single ultimate form (the form in a kata that has a synergy level of 12) per encounter. You may refresh your power to allow you to make another one, but doing so requires you spend 3 rounds in meditation in which you can do nothing, you must make concentration checks if attacked as if you were casting a spell. You lose synergy points for not executing a form as normal in these rounds.

Bonus Feats: at level 1 and every 3 levels thereafter you may gain a fighter bonus feat or a Synergist bonus feat.

Smite of the Stars: at 2nd level, once per day you may add your synergy pool to your attack roll and deal +1 point of damage per Synergist level. You may use this smite an additional time per day at 6th, 11th, 15th and 20th levels.

Unapproachable dance: Forms no longer provoke Attacks of Opportunity.

Quickening dance: by expending 1 points of synergy you may increase your initiative score by 2, you now enact your turn in this new placement. Any enemies you overtake when you increase your initiative score are considered flat-footed until the end of your next turn.

Meldshaping: Beginning at 5th level, a Synergist learns how to process the absorbed star power into soulmelds, which are drawn from the soulborn soulmeld list. You know and can shape any soulmeld from this list.
The Difficulty Class for a saving throw against a Synergist soulmeld is 10 + number of points of Essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to one-half your Synergist level.
A Synergist can shape only a certain number of soulmelds per day. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds on the table, whichever is lower. At 5th level, you can shape one soulmeld at a time (assuming you have a Constitution score of at least 11). As you advance in level, you can shape an increasing number of soulmelds.
A Synergist may expend synergy points to create 1 point of Essentia per point expended. You may never have more than 6 points of Essentia. Once synergy points are converted into Essentia then they cannot be changed back, and all Essentia disappears at the end of an encounter. Your character level determines the maximum quantity of Essentia that you can invest in any single soulmeld. As a swift action, you can reallocate your Essentia investments in your soulmelds every round.
A Synergist does not study or prepare soulmelds in advance, but must have a good night’s rest and must meditate for 1 hour to shape her soulmelds for the day.

Prepared dance: at the beginning of an encounter you gain synergy points equal to your initiative score divided by 5, initiative which is gained during the encounter, such as from the quickening dance ability do not affect this.

Chaotic dance: Your regular attacks and attacks of opportunity increase your synergy pool by ½ and you no longer lose a synergy for not executing a form in a round as long as you made a regular attack that round. Full attacks grant you no synergy points and you still lose synergy in a round in which you make a full attack and no forms.

Unstoppable dance: by expending 2 synergy points you may substitute an Attack of Opportunity with a Form.

Star release: By expending all of your synergy points you may damage all enemies within 60ft equal to 1d6 per synergy point expended and heal all allies within 60ft equal to 1d6 per synergy point expended.

Katas

Dragon Kata

A majestic Hidden Dragon in the sky, shining with silvery light; it's neck craned back with starlit flames bursting from it's maw.

1. Smoke Screen: Reduces Illumination within 60ft by one step.

2. Draconic Leap: leap forward 15 feet, if your jump lands on an enemy then you may push them backwards 5 feet and make a single Attack of Opportunity against them. By expending synergy points, you may leap forward an extra 10 feet per point.

3. Dragon whip tail: Make a single unarmed attack at an enemy with +2d6 damage which pushes them back 10 feet and knocks them prone. By expending synergy points, you may increase the damage by 1d6 per point.

4. Draconic Marking: make a touch attack against an adjacent enemy, if it succeeds then the enemy is marked for 3 rounds, they take a -2 penalty to all attack and damage rolls made against you. By expending synergy points, you may extend the duration by 1 round for every 2 points.

5. Dragon swipe tail: deals 3d6 damage in a 15ft long cone starting from you, and make a single melee attack against one adjacent enemy. By expending synergy points, you may make an additional melee attack against an adjacent enemy for every 2 points.

6. Wyrmblade: deals 5d6 fire damage to one adjacent enemy.

7. Hypnotic gaze: Make a gaze attack against your target (will save), if it succeeds then the target is considered both dazed and flat-footed for one round. By expending synergy points you may increase the duration of the effect by 1 round for every 2 points expended.

8. Engulfing breath: You may use a breath weapon which deals 5d6 fire damage to all people in a 30ft cone. By expending synergy points you may extend the range of the area of effect by 5ft per point spent.

9. Choking Smoke: You may use Cloudkill the spell as a spell-like ability.

10. Propelling flames: You may make a single breath weapon attack which deals 6d6 fire damage to all people within a 60ft line, all targets hit by the flames are pushed 10ft backwards, and the Star Dancer may choose to be pushed 10ft backwards. By expending synergy points you may increase the distance which you and the targets are pushed back by 5ft for every point.

11. Dragon Cloak: for 3 rounds you gain all natural attacks that a true dragon of your size category has, you gain a fly speed equal to your base land speed with manoeuvrability(good) and a natural armour bonus of +2. By expending synergy points, you may prolong the duration by 1 round for every 2 points spent.

12. Fiery dance: You may deal 10d6 + your dex modifier fire damage to all opponents within a 60ft radius sphere-shaped burst centred on you. By expending synergy points you may increase the damage by 1d6 per 2 points spent.


Toad Kata

A giant Toad squatting in the shroud of night, it's tongue snapping out to catch a fly, starry saliva dripping from it.

1. Bounding leap: You may teleport anywhere within a 60ft radius as a swift action; this ability doesn’t work when not in a place open to the sky. By expending synergy points you may increase the radius you may teleport by 10ft per point spent.

2. Slapping Tongue: All enemies in a 30ft line are dealt 1d6 bludgeoning damage, 1d4 acid damage and are pushed back 10ft. By expending synergy points you may increase the length of the line by 10ft per point spent.

3. Bring down the house: as bounding leap but all enemies inside a 10 foot radius circle shaped burst centred on the square you teleport to, take 2d6 bludgeoning damage and are knocked prone. By expending synergy points you may extend the radius of the burst by 5ft per point spent.

4. Water bullets: You may make 3 ray attacks which deal 3d6 bludgeoning damage, these attacks may be made against different targets. By expending synergy points you may make an additional ray attack per 2 points.

5. Entangling Tongue: you may make a ranged touch attack against a target within 30ft, if it succeeds then the target is immobilized for 3 rounds and may take no actions, they take 1d6 acid damage per round; you may not move more than 30ft away from the target and you may not use any attacks that involve your tongue or mouth in any way whilst this form is active. By expending synergy points you may increase the duration by 1 round per 3 points spent.

6. Digestive acids: you may use a breath weapon which deals 4d6 damage to all enemies inside a 30ft cone-shaped burst. By expending synergy points you may increase the range by 5ft per point.

7. Atmospheric re-entry: as bounding leap but you may teleport on top of an enemy; deals 5d6 bludgeoning damage and 3d6 fire damage to all enemies in a 5ft wide cylinder centred on the square you teleport to, all enemies inside the cylinder take the damage and then move 5ft.

8. Rampaging Water: you may use a breath weapon which deals 8d6 bludgeoning and cold damage to all enemies in a 60ft line. By expending synergy points you may increase the bludgeoning damage by 1d6 per 3 points.

9. Hurtling dash: You deal 9d6 damage to all people in a 45ft line, you then teleport to the end of the line. By expending synergy points you may increase the length of the line by 5ft per point spent.

10. Violent Acid: make a ranged touch attack against a single target within 60ft, if it succeeds then that target takes 8d6 acid damage and then 4d6 acid damage the next round, if it fails then they take 4d6 damage.

11. Amphibian cloak: for 3 rounds you gain a natural slam attack that deals 2d6, the aquatic subtype along with the amphibious special ability and a natural armour bonus of +2. By expending synergy points, you may increase the duration by 1 round per 2 points.

12. Leaping dance: as a full round action you may make a full attack with up to 30ft steps in between each attack.


Tiger Kata

The Crouching Tiger, almost seeming like it's ready to leap out of the shadowy ocean and tear the world apart with it's glimmering claws.

1. Ferocious Tackle: You may make a Bull Rush against a target but you do not need to move with them in order to push them back further than 5 feet.
2. Terrifying Fury: You enter a Rage as a 1st level Barbarian for three rounds. By expending synergy points, you may increase the duration of the rage by 1 round per 2 points expended.
3. Fearsome roar: All opponents within 30 feet take a -2 morale penalty on attack and concentration rolls. Additionally, this Form counts as a distraction for the purposes of determining a caster to make a concentration check. By expending synergy points, you may increase the penalty by 1 per 3 points expended.
4. Deadly rush: Make an overrun attempt at a target; if you succeed then, not only do the normal consequences occur, but you may immediately make a single melee attack at your highest Base Attack Bonus against them.
5. Furious Charge: Make a charge; your attack has a further +2 modifier for your attack and damage rolls.
6. Overwhelming Rush: as a move action, move up to 60ft in a line; make an Overrun attempt at all opponents that you would run into in turn, if you succeed then they suffer the usual consequences and you keep on moving, if you fail then you immediately stop the rush and move 5 feet backwards. By expending synergy points, you may gain a +2 bonus on all the Overrun rolls per 3 points expended.
7. Unstoppable beast: Make a Spring Attack as if you had the feat, but you may make a Full Attack instead of a single one in between the move.
8. Whirling beast: Make a whirlwind attack as a standard action.
9. Ravage: Make a charge, but you may make two full attacks at the end of it, with a -2 penalty on each attack. By expending synergy points, you may decrease the penalty by 1 per 4 points spent (to a minimum of 0).
10. Wrathful snarl: all enemies within 60ft are shaken, this counts as a distraction for the purpose of whether casters must make a concentration check.
11. Tiger Cloak: for 3 rounds you gain 4 natural 1d6 cold iron claw attacks, a base land speed of 60ft, a base climb speed of 45ft and a single 2d4 cold iron natural bite attack.
12. Gruesome Decapitation: A single adjacent target must make a reflex save or immediately die, if they fail the save then all enemies with line of sight to the creature you just killed immediately become frightened.


Eel Kata

A portrait, tattooed into the heavens, the constellation of the eel depicts an eel swimming through great waves. This constellation gives it's followers not only it's own terrifying electric powers, but those of the stormy ocean too.

1. Sparkstrike: Make a melee attack against an enemy, it deals +1d4 electricity damage. By expending synergy points, you may increase the damage die by one step per 2 points spent (limit 1d12).
2. Low Discharge: Make a melee touch attack against an enemy, if it succeeds then you deal 3d6 nonlethal electricity damage.
3. Electrify: all enemies in a 30ft sphere-shaped emanation takes 2d6 electricity damage.
4. Ocean’s Wake: Move 30ft in a straight line, all creatures in a 15ft cone in the direction of the spot you just moved from, take 3d6 force damage. By expending synergy points, you may increase the length of the cone by 5 feet per 2 points spent.
5. Lightning Blast: All creatures in a 60ft line take 4d6 lightning damage.
6. Battering Waves: As a full round action you may make a full attack against an enemy, each attack that hits the target removes 1 point of DR from that enemy. By expending synergy points you may increase the amount of DR removed by 1 per 3 synergy points.
7. High Discharge: make a melee touch attack against an enemy, if you succeed then they are stunned for 5 rounds.
8. Ripples in the Ocean: as a full round action you may make a full attack against an enemy; for every attack that hits all creatures except you in a 30ft sphere-shaped burst centred on the target takes 2d6 force damage (including the original target).
9. Arc Blade: A single weapon you are carrying deals +3d6 electricity damage for 5 rounds. By expending synergy points you may increase the damage by 1d6 per 3 points spent.
10. Paralysing sting: Make a melee touch attack against an enemy, if you succeed then they are Paralysed for 10 rounds. By expending synergy points, you may increase the duration by 1 round per 2 points spent.
11. Eel Cloak: For 3 rounds, you gain the aquatic subtype and a natural sting attack which deals 1d6 piercing damage and 2d6 electricity damage.
12. Whirling Vortex of the Sea: all enemies within 60ft are drawn 15ft towards and take 7d6 force damage and 2d6 cold damage.


The Paragon Kata

This constellation is not so much a single creature, but many; with one more prominent one who seems to be ordering them. The Paragon Kata allows you to assist allies and be a team player, whilst still being a mighty warrior on the battlefield.

1. Gashing Wound: Make a single melee attack against a target, if you succeed then you deal no damage, but the target must make a DC 15 fortitude save each round or take 1d6 nonlethal damage. This effect lasts 2 rounds. By expending synergy points, you may increase the duration by 1 round per 3 points.
2. Long-handed Strike: you may make a melee attack with +10 reach.
3. Strength of Camaraderie: Make a single melee attack at your highest BAB, if you have an ally within 30ft you are considered flanking for this attack. By expending synergy points you may expand the radius an ally must be in by 5ft per 2 points spent.
4. Lead by Example: Make a single melee attack at your highest BAB against a target, if you succeed then all allies within 30ft who may draw line of sight to both you and the target gain a +2 morale bonus on attack rolls. By expending synergy points you may increase the range of this ability by 5ft per 2 points spent.
5. Forceful Blow: Make a melee touch attack at your full BAB, if you succeed then you push the target back 10ft. By expending synergy points you may increase the distance pushed by 5ft per 3 points spent.
6. Enchanted Blade: make a single melee attack at your highest BAB. For this attack, your weapon is treated as if it has any enhancements you choose so long as it does not exceed +1 enhancement points(not including the ones it already had prior to this attack, if any). By expending synergy points, you may increase the enhancement cap by +1 Per 5 points spent.
7. Distraction: make a single melee attack at your highest base attack bonus; if the attack succeeds, not only does the target take damage but they immediately provoke an Attack of Opportunity from anyone who threatens them (aside from you).
8. Unbalancing strike: make a melee touch attack at your highest BAB. If you succeed then the target may not make attacks of opportunity for 3 rounds. By expending synergy points you may increase the duration by 1 round per 2 points expended.
9. Knight’s Challenge: As a swift action, nominate a single target within 30ft, for 3 rounds you gain a +6 bonus to AC, Attack rolls and Damage against that opponent. By expending synergy points, you may increase the duration by 1 round per 3 points spent.
10. Steel-Breaker: Make a single melee attack at your highest BAB, if you succeed then your opponent loses all armour and shield bonuses to AC for 5 rounds.
11. Paragon’s Cloak: for 3 rounds, your armour and weapons are treated as if they have a +5 enhancement bonus, are masterwork and your weapons automatically bypass damage reduction. By expending synergy points, you may increase the duration by 1 round per 3 points.
12. Foe-Hewer: Make a full attack, any opponent hit by an attack must make a DC 20 fortitude save or die.


Wolf Kata

A Wolf eternally stalking starry deer, this constellation has been worshipped by tribal peoples as a starry patron of the hunt.

1. Prowling Wolf: You gain a +4 bonus on Move Silently and Hide checks for 5 rounds. By expending synergy points you may increase the duration by 1 round per point spent.
2. Assassination strike: Make a single melee attack against a target that is flat-footed, you deal +2d6 damage on the attack. By expending synergy points you may increase the additional damage by 1d6 per 3 points spent.
3. Blindside: Make a single melee attack at your highest BAB against a target that you are flanking, the bonuses from flanking are doubled from this attack. By expending synergy points you may increase the multiplier of the bonus by 1 per 3 points spent.
4. Backstab: Make a single melee attack at your highest BAB against a target that you are flanking, you deal +4d6 damage on the attack. By expending synergy points you may increase the additional damage by 1d6 per 3 points spent.
5. Stealthy as the Breeze: for 3 rounds, you are treated as if under the effect of an Invisibility spell. By expending synergy points you may increase the duration by 1 per 3 points spent.
6. Terrifying Howl: all enemies within 15ft are shaken for 1 round. By expending synergy points you may increase the duration by 1 round per 3 points spent.
7. Lay Scent: Make a single melee attack against a target, it deals no damage but if you hit then for the next 3 rounds you negate all miss chance caused by concealment, invisibility or similar affects against the target of the attack. By expending synergy points you may increase the duration by 1 round per 3 points spent.
8. Pack Tactics: Make a single melee attack at your highest BAB, you gain a +3 bonus on the Attack roll and Damage per ally within 45ft. By expending synergy points, you may increase the bonus per ally by +1 per 4 points spent.
9. Crippling strike: Make a single melee attack against a target of your choice, if the attack succeeds then you only deal half damage, but you may deal 1d8 ability damage to any of the targets physical abilities. By expending synergy points you may increase the ability damage by +1 per 3 points spent.
10. Pack Assault: All allies within a 45ft radius may immediately make a single standard or move action. By expending 3 synergy points you may choose (on a case-by-case basis) to grant allies a full-round action or both a standard and a move action.
11. Wolf Cloak: For 3 rounds, you are treated as if under the affects of a Greater Invisibility spell and you gain 2 natural 1d6 claw attacks. By expending synergy points you may increase the duration by 1 per 3 points spent.
12. Lone Wolf: You may only activate this form if there are no allies with 90ft and you are on half hit-points or less. For 6 rounds or until there is an ally within 90ft whichever is sooner, you are treated as under the effects of a Haste spell, additionally you gain a +10 bonus on attack rolls and saving throws, and +5d6 damage to all attacks. By expending synergy points you may increase the duration by 1 round per 4 points spent, if an ally enters a 90ft radius then the duration still ends as normal.

arguskos
2010-03-16, 07:31 PM
The Extinguisher
http://fc08.deviantart.net/fs10/i/2006/141/0/c/Nerulls_Servant_by_Grungefm.jpg
Tell me... are you afraid of the dark?
-Ignacio, Bringer of Twilight

When a parent tells their child to fear the darkness, and to use light to keep it at bay, what they truly fear is the Extinguisher. The shadow in the alley, the nameless fear, the silent killer. These are the Extinguishers, a brotherhood of inscrutable killers, who desire nothing less than the ending of all light, so they may reign supreme over the dark.

Abilities: Dexterity is prime for an Extinguisher, in their role as a scout and assassin.

Role: An Extinguisher is a scout and skirmisher. In a stand-up fight, they're going to get devastated in short order, but given a moment to prepare, they can produce effects and tricks that none can match. Further, their unnatural affinity for the dark let them enter and exit places that no other can find, much less gain entrance to.

Background: It is said Extinguishers are born, not made, and this is partially true. The most skilled in the path are born with the unnatural affinity that marks the class, but it IS possible to learn their skills. The brotherhood of Extinguishers can teach you, but you must find them first, which is nigh-impossible. Should you do so though, they will make you one of them.

Organization: Only one organization counts Extinguishers as a prominent number among them: the unnamed brotherhood that claims to have been founded by the first Extinguisher, a being named Eclipse. Nothing is known of this being, and little more about the brotherhood it founded. When pressed, all Extinguishers will say about the group is, "Eclipse is watching, we can say no more."

Alignment: Extinguishers may, in theory, be of any alignment. In practice, they are never Good, for the powers of the Extinguisher manifest as dark sorcery to the unenlightened, and so they live hard lives, driving many to desperate ends just to survive. Most Extinguishers are Evil, and the vast vast majority of the rest are Neutral. A Good one could exist, but it would be an anomaly, at best.

Races: Any race with affinity for the darkness is a natural source of Extinguishers, though the taint manifests in any and all species. The most feared (and rare) of all Extinguishers though come from the race of the Lumi, a race of beings of pure light from the Positive Energy Plane. Rarely, a black Lumi is born with the taint of Eclipse. If they survive, they invariably become a powerful Extinguisher.

Religion: Extinguishers are a mixed lot when it comes to race. Some believe strongly in the gods of darkness, shadow, and all other such things. Others do not. The one unifying factor is their hatred of the gods of light, such as Pelor.

Other Classes: Most other classes don't care one way or the other about the Extinguisher, save when their paths cross (such as a wizard casting daylight, or a rogue trying to out-sneak the master of the dark). Extinguishers tend towards companions that can keep up with them in the shadows, though they can be found at the side of anyone. Paladins and Extinguishers don't usually get along, but that's due to the tendency for Extinguishers toward Evil, not because of the class itself.

Adaptation: No real need, since the powers of the Extinguisher just assume there are people that don't like light. If your game doesn't HAVE light... uh... you've got bigger issues than a one-paragraph entry on class adaptation could ever hope to solve. :smallwink:

Hit Die: d8. Extinguishers are supernaturally hardy, more than one might think.

Starting Gold: As rogue.


Class Features

Class Skills: The Extinguisher's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at First Level: (6+Int Mod)x4
Skill Points at Each Additional Level: 6+Int Mod
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+0|Darkvision 30 ft, Shadow Strike +1d6

2nd|
+1|
+0|
+3|
+0|Light Absorption

3rd|
+2|
+1|
+3|
+1|Darkstalker, Evasion

4th|
+3|
+1|
+4|
+1|Shadow Strike +2d6

5th|
+3|
+1|
+4|
+1|Darkvision 60 ft, darklight

6th|
+4|
+2|
+5|
+2|Light Manipulation

7th|
+5|
+2|
+5|
+2|Shadow Strike +3d6

8th|
+6/1|
+2|
+6|
+2|cloying darkness

9th|
+6/1|
+3|
+6|
+3|Blind Fight

10th|
+7/2|
+3|
+7|
+3|Shadow Strike +4d6, Light Negation

11th|
+8/3|
+3|
+7|
+3|enervating darkness

12th|
+9/4|
+4|
+8|
+4|Body of Shadow

13th|
+9/4|
+4|
+8|
+4|Shadow Strike +5d6, Veil of Darkness

14th|
+10/5|
+4|
+9|
+4|crushing darkness

15th|
+11/6/1|
+5|
+9|
+5|Mind of Shadow

16th|
+12/7/2|
+5|
+10|
+5|Shadow Strike +6d6

17th|
+12/7/2|
+5|
+10|
+5|Lifesense

18th|
+13/8/3|
+6|
+11|
+6|Soul of Shadow

19th|
+14/9/4|
+6|
+11|
+6|Shadow Strike +7d6

20th|
+15/10/5|
+6|
+12|
+6|Brilliant Annihilation, Shadow Apotheosis[/table]

Weapon and Armor Proficiencies: Extinguishers are proficient with simple weapons and light and ranged martial weapons, light and medium armors, and light shields.

Darkvision 30 ft (Ex): At 1st level, the Extinguisher gains darkvision out to 30 ft. At 5th level, this increases to 60 ft.

Shadow Strike (Su): At 1st level, the Extinguisher learns the first secret of his craft: the shadow strike. This supernatural attack form lets the Extinguisher channel pure darkness into his blade from his surroundings. Anytime that he is in complete darkness (as per pg 79 of the Rules Compendium), he adds the listed amount of damage to all melee attacks or ranged attacks within 30 ft he makes. If he is in even shadowy illumination, he gets no bonus damage. This damage is of the same type as whatever his weapon deals.

Light Absorption (Su): At 2nd level, the Extinguisher learns the primary source of his power. He begins to emanate a field of energy (radius 5 ft/class level) that absorbs ambient light, and draws it into the Extinguisher. This has a set of effects. First, it sets the illumination level in the area of the field to shadowy illumination at best. Second, the Extinguisher may take a standard action to focus the field, reducing the illumination level in the area of the field to total darkness, this darkness lasts for class level rounds. Each time the Extinguisher does this, he gains a shadow disc. He may have up to 1 shadow disc per class level at any given time. A shadow disc is a physical manifestation of the Extinguisher's natural ability to turn light into darkness, and appears in his hand as a 1-inch wide paper thin disc of purest black. A shadow disc has hardness 10 and 10 hp (if someone else tries to break it, the Extinguisher can snap it just by force of will).

The Extinguisher may snap a shadow disc as a standard action to produce a bevy of effects. It may grant the Extinguisher an insight bonus to his attack and damage rolls equal to his class level for 1 round. Further, it can be broken to grant the Extinguisher an insight bonus to his next skill check. A shadow disc weighs 1/2 lb and lasts forever. It cannot be given to anyone else, and if it leaves the Extinguisher's possession, it vaporizes into thin air with no effect.

Darkstalker: At 3rd level, the Extinguisher gains the Darkstalker (http://realmshelps.dandello.net/cgi-bin/feats.pl?Darkstalker) feat as a bonus feat.

Evasion (Ex): At 3rd level, the Extinguisher gains Evasion, as the rogue class feature.

Darklight (Sp): At 5th level, the Extinguisher learns to use his shadow discs for another purpose. He can use a standard action and break a shadow disc to create a darklight effect. Darklight is described in a spoiler at the bottom of this post. The save is DC 13+the Extinguisher's Wisdom modifier, and the Extinguisher's caster level is equal to his class level.

Light Manipulation (Su): At 6th level, the Extinguisher's power over darkness grows ever stronger. They gain the ability to break a shadow disc to create illusory objects from the very light around them, simultaneously darkening their environment AND making objects out of solid darkness. This effect permits the Extinguisher to make any object of less than 2 cubic feet/class level. They can only make inanimate matter, nothing that was once a plant or animal. They cannot make magical objects, nor anything with moving parts. For instance, an Extinguisher could make a thin and short bridge, but not a door. The objects made by this ability last for 1 round/class level, and have hardness 10 and 10 hp/class level. This is an Illusion (shadow) effect.

Cloying Darkness (Sp): At 8th level, the Extinguisher gains the ability to use his shadow discs to duplicate the cloying darkness spell (see below). The save is DC 13+the Extinguisher's Wisdom modifier, and the Extinguisher's caster level is equal to his class level.

Blind Fight: At 9th level, the Extingusher gains Blind-Fight as a bonus feat .

Light Negation (Su): At 10th level, the Extinguisher learns the secret of negation. When he uses his Light Absorption to lower the light levels to darkness and thus creates a shadow disc, he may create a negation disc instead. A negation disc has only one purpose: to violently nullify light when broken. When a negation disc is broken, it lowers the illumination level in a 60 ft radius around itself to total darkness. For each level of illumination dropped (bright to shadowy, shadowy to dark), the negation disc deals 1d6/class levels damage to everything in the area. Affected creatures get a Fortitude save (DC 15+Wisdom modifier of the Extinguisher that made the disc) for half damage. An Extinguisher may only have one negation disc at any time, and may only use Light Negation to create one negation disc every 24 hours.

Enervating Darkness (Sp): At 11th level, the Extinguisher gains the ability to use his shadow discs to duplicate the enervating darkness spell (see below). The save is DC 16+the Extinguisher's Wisdom modifier, and the Extinguisher's caster level is equal to his class level.

Body of Shadow (Ex): At 12th level, the Extinguisher's connection to darkness grows deeper. Their physical form becomes shadowy while in darkness, making them hard to see. They gain total concealment while in anything less than bright conditions.

Veil of Darkness (Ex): At 13th level, the Extinguisher gains the unique ability to detect light sources in an area around him. He can take a full-round action to discern the brightness and area of all light in a 1,000 ft radius of his current position. He doesn't learn what is generating the light source, nor the presence of any creatures or anything else about the location, just how bright it is and where it is.

Crushing Darkness (Sp): At 14th level, the Extinguisher gains the ability to use his shadow discs to duplicate the crushing darkness spell (see below). The save is DC 17+the Extinguisher's Wisdom modifier, and the Extinguisher's caster level is equal to his class level.

Mind of Shadow (Ex): At 15th level, the Extinguisher is so in tune with the darkness that his mind resists attempts by others to influence it, as the darkness reinforces him. He gains a mind blank-esque effect which grants him the ability to roll his saves against enchantments twice and select the more favorable result.

Lifesense (Su): At 17th level, the Extinguisher gains the powers of the dread wraiths to sense life. He gains the Lifesense ability of the dread wraith (http://www.d20srd.org/srd/monsters/wraith.htm#dreadWraith).

Soul of Shadow (Ex): At 18th level, the Extinguisher becomes a living shadow, a wisp in the darkness, a terrible thought. He gains the Dark Template (Tome of Magic, page 158), but does not gain any LA from it.

Brilliant Annihilation (Su): At 20th level, the Extinguisher finally learns the most powerful weapon in their arsenal. They learn how to utterly snuff out all light in a vast area permanently. To perform the Brilliant Annihilation ritual costs the Extinguisher 100,000 gp and 10,000 xp, and takes 1 week of dedicated work, 8 hours a day, with no interruptions. At the conclusion of this period, and the expenditure of the xp and gp, the Extinguisher gains a single annihilation disc. This disc can be snapped to cause all light sources within 1 mile/class level to snuff out, and be unable to be re-lit. Further, the area is blanketed in total darkness, which not even the sun can penetrate. This effect is permanent, and can only be dispelled by epic magics or the direct personal intervention of a god of light or darkness. Brilliant Annihilation has crushingly detrimental effects on wildlife, plant life, and civilizations, as no artificial light sources (magical or otherwise) function, and plants rapidly wither and die.

Shadow Apotheosis (Ex): At 20th level, the Extinguisher's connection to the primal darkness of the multiverse is finally at it's zenith. He becomes an Outsider with the Native subtype. He gains Darkvision (indefinite), meaning he can see out to whatever distance his eyes could in normal lighting conditions, but in darkvision. He gains the ability to use Light Absorption as a free action. He can use Light Negation up to 3/day. Lastly, he can summon 1d4 elder shadow elementals (ToM pg 166) at-will. He can have up to 4 such creatures serving him at any one time, and they last for 1 day.


New Spells

Darklight
Evocation [Darkness]
Level: Cleric 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft+5 ft/2 levels)
Area: 20 ft radius
Duration: Instantaneous and 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Darklight creates a blinding field of darkness so black it actually blinds darkvision as well. Any creature in the area of darklight must make a Will save or be blinded. This shuts off darkvision as well. The caster is immune to this effect.

Cloying Darkness
Evocation [Darkness, Cold]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft+10 ft/level)
Area: 20 ft radius
Duration: 1 round/level
Saving Throw: Fort half
Spell Resistance: Yes

Cloying darkness functions as the darkness spell, save as noted above and that any creature in the area of the spell must make a Fort save each round they remain in the area or suffer 5d6 cold damage. On a successful save, they suffer half damage instead.

Enervating Darkness
Evocation [Darkness]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft+10 ft/level)
Area: 20 ft radius
Duration: 1 round/level
Saving Throw: Fort negates
Spell Resistance: Yes

Enervating darkness functions as the darkness spell, save as noted above, and that any creature in the area of the spell must make a Fort save each round they remain in the area or gain 1 negative level.

Crushing Darkness
Evocation [Darkness, Death]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft+10 ft/level)
Area: 20 ft radius
Duration: 1 round/level
Saving Throw: Fort half
Spell Resistance: Yes

Crushing darkness functions as the darkness spell, save as noted above, and that any creature in the area of the spell must make a Fort save each round they remain in the area or suffer 10d6 bludgeoning damage. If they make their save, they take half damage.

Xzoltar
2010-03-17, 05:30 AM
This is my first time participating in a contest, Im still working of the abilities and switching place to help balance everything, when it will be done I will need help mostly on the grammar and syntax as english is not my main language.


Lightbringer

http://www.deviantart.com/download/113519515/Lightbringer__Avenging_Wrath_by_Cru_the_Dwarf.jpg
Feel the Light !

The Lightbringer is a mortal who is infused by one of the many Good Beeings of Celestia. They defend the weak, fight the evil, help the poor, heal the wounded...

Abilities: Charisma, Constitution and Strength are the most important stats of the Lightbringer as most of their abilities are affected by Charisma and he need Constitution to be the front line combattant of the team and also a good Strength to damage their opponents.

Role: The Lightbringer is a melee combattant that rely on is power over Light to fight the evil. Many are good diplomat in social situation.

Background: It is said that you need to be Chosen to become a Lightbringer, you can be born this way or you can by your action be chosen to become a Lightbringer. Lot of them take the same formation as a Paladin or Fghter discovering other powers as the training goes.

Organization: Not many organisation of Lightbringer exist, they usally fight about everywhere in the cosmos, they may gather together to fight higher evil and then disband.

Alignment: Lightbringer need to be good (Chaotic Good, Lawful Good and Neutral Good), the way they bring good on the world vary from Lightbringer to Lightbringer.

Races: While in theory most race could become Lightbringer most of them are Aasimar, with some humans and Elves.

Religion: Usally religious, most of them revered one of many gods of The Court of Stars, Talisid and the Five Companions or the Celestial Hebdomad.

Other Classes: How does your class relate to other classes? How do they cooperate? Are there classes they just can't stand?

Adaptation: While this class can easly work in most world it is best used in Worlds where Celestial Beeings exist. It could easly be adapted to match a different concept like Darkbringer that invoke Shadow, power coming from Undead or Devils. Just changing some name and powers could adapt it to fit a diferent flavor. In some world it could be a different approach to the Paladin class.

[hr]
Basics
[hr]Starting Gold: 6d4x10 (150 gp)
Starting Age: as Paladin

Hit Die: d10
Skill Points at First Level: (2 + Int modifier) ×4.
Skill Points at Each Additional Level: (2 + Int modifier).
Class Skills: The Lightbringer's class skills (and the key ability for each skill) are: Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana), Knowledge (Nobility and Royalty), Knowledge (Planes), Knowledge (Religion), Profession, Sense Motive and Spellcraft.


Lightbringer Progression
{table=head]Lvl|BaB|Fort Save|Ref Save|Will Save|Special|M. Known|M. Readied|Stance|Essentia|Chakra

1st|
+1|
+2|
+0|
+2| Aura of Light, Sword of Light, Soul Warrior | 3 | 1 | - | 1 | 0
2nd|
+2|
+3|
+0|
+3| Immunity (Fear) | 3 | 2 | 1 | 1 | 0
3rd|
+3|
+3|
+1|
+3| Immunity (Disease) | 4 | 3 | 1 | 2 | 0
4th|
+4|
+4|
+1|
+4| Glory Light 1/day | 4 | 3 | 1 | 3 | 0
5th|
+5|
+4|
+1|
+4| Wings of the Devoted | 5 | 3 | 1 | 4 | 0
6th|
+6|
+5|
+2|
+5| Immunity (Poison) | 5 | 4 | 2 | 4 | 0
7th|
+7|
+5|
+2|
+5| Radiance 1/Day | 6 | 4 | 2 | 5 | 0
8th|
+8|
+6|
+2|
+6| Glory light 2/day | 6 | 4 | 2 | 6 | 0
9th|
+9|
+6|
+3|
+6| Chakra Bind (Crown) | 7 | 4 | 2 | 7 | 1
10th|
+10|
+7|
+3|
+7| Shield of the Templar | 7 | 4 | 2 | 7 | 1
11th|
+11|
+7|
+3|
+7| Chakra Bind (Feet) | 8 | 4 | 2 | 8 | 1
12th|
+12|
+8|
+4|
+8| Glory light 3/day | 8 | 4 | 3 | 9 | 1
13th|
+13|
+8|
+4|
+8| Chakra Bind (Hands) | 9 | 5 | 3 | 10 | 1
14th|
+14|
+9|
+4|
+9| Radiance 2/Day | 9 | 5 | 3 | 10 | 1
15th|
+15|
+9|
+5|
+9| Armor of the Faithful | 10 | 4 | 3 | 11 | 1
16th|
+16|
+10|
+5|
+10| Glory light 4/day | 10 | 5 | 3 | 12 | 1
17th|
+17|
+10|
+5|
+10| Chakra Binds (Arms) | 11 | 5 | 3 | 13 | 1
18th|
+18|
+11|
+6|
+11| Chakra Binds (Brow) | 11 | 5 | 3 | 13 | 2
19th|
+19|
+11|
+6|
+11| Chakra Bind (Shoulder) | 12 | 6 | 3 | 14 | 2
20th|
+20|
+12|
+6|
+12| Avatar of Light, Glory light 5/day | 12 | 6 | 4 | 15 | 2 [/table]


Class Feature

[hr]Weapon and Armor Proficiencies
[hr]Lightbringer's are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with all shields (except tower shields and exotics shields).

[hr]Iterative Attacks
[hr]The Light Bringer gain iterative attack as normal, this was remove on the table jsut to save some space.

[hr]Aura of Light (Su)
[hr]As a Free action you can activate a Aura of Light arround you. This act as a True Dayligh in a 10ft radius (improved by some of your Lightbringer soulmeld, see below), and as dim light for an additional 10 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of your aura. This is considered a Light spell of a level equal to 3 + 1/3 of your Lightbringer level for what type of Darkness it can counter. Your Sword of Light, Wings of the Devoted, Shield of the Templar, Armor of the Faithful and Avatar of Light souldmeld can't be used if your Aura of Light is not active.

[hr]Soul Magic
[hr]The Light Bringer have Essentia and the possibility to bind Chakra, however the only Soulmeld he have access are those gain from leveling in this class.

[hr]Martial Prowess
[hr]The Light Bringer have access to the Light Bringer Discipline as well as to the Warrior Soul (http://www.giantitp.com/forums/showpost.php?p=11494840&postcount=2)

[hr]Soul Warrior (Ex)
[hr]Your knowledge of martial prowess and soul magic is so entwined that if any class would advance one it also advances the other as if you gained a level of this class.

[hr]Sword of Light (Su)
[hr]You gain a unique soulmeld that lets you imbue your weapon with the power of Light. The statistic for this soulmeld are as follows;


Sword of Light
Descriptors: Light, Good and [Chaotic or Lawful]
Classes: Light Bringer
Chakra: Hands, Arms
Saving Throw: None

A aura of light shapes itself arround your weapon, made of pure Light from the Mount of Celestia. When it finishes shaping, your weapon glow like a candle.

This soulmeld makes the weapon Good-aligned and either Chaotic or Lawful-aligned and thus bypasses the corresponding damage reduction. Your aura of light radius is also improved by 10ft.
Essentia: For every points of essentia invested into this soulmeld, your weapon have is Enhancement bonus (if any) increase by +1 and your light radius by +10ft.

Chakra Bind (Hands) : Your weapon gain the The weapon does a extra +2d6 Holy damage with each attacks.

Chakra Bind (Arms) : Each strike from the weapon try to dispel the highest Spell level affecting the target with a Dispel Check of 1d20+Lightbringer level. This cannot remove harmful effect affecting the target.

[hr]Glory Light (Su)
[hr]As a move action you channel celestial energy in your Aura of Light, for your bonus of Charisma rounds, the diameter of the aura double and you also grant a +1 Morale Bonus per Essentia invested in all your Lightbringer soulmelds to all dice rolls made by you or your allies agaisnt Evil or Undead creatures.

[hr]Wings of the Devoted (Su)
[hr]You gain a unique soulmeld that lets you Growth a pari of Wings. The statistic for this soulmeld are as follows;


Wings of the Devoted
Descriptors: Light
Classes: Light Bringer
Chakra: Crown, Shoulders
Saving Throw: None

A pair of feathered wings begin to shape in your back. It seem to form on top of your clothing.

This soulmeld give the Light Bringer the ability to Fly at a speed of 30ft with Good maneuvrability. Your aura of light radius is also improved by 10ft.
Essentia: For every points of essentia invested into this soulmeld, your Fly speed is increase by 30ft and your light radius by +10ft.

Chakra Bind (Crown) : You gain a constant Tongues effect on yourself with a caster level equal to your Lightbrigner level.

Chakra Bind (Shoulders) : Your Aura of Light now force any Evil creature that attack you in melee they received 2d6 Holy damage and must do a Fortitude Save or be Blinded as the Blindness (http://www.d20srd.org/srd/spells/blindnessDeafness.htm) spell.

[hr]Radiance (Su)
[hr]As a Free action you can radiate so much Light that your Aura of Light radius is tenfold, you lose your capacity to allocate your essentia but all your Lightbringer soulmeld act as if you had invested the maximum essentia allowed in each of them for 1 round per Charisma bonus.

[hr]Shield of the Templar (Su)
[hr]You gain a unique soulmeld that lets you Growth a pari of Wings. The statistic for this soulmeld are as follows;


Shield of the Templar
Descriptors: Light
Classes: Light Bringer
Chakra: Feets, Arms

A aura of light shapes itself arround your shield, made of pure Light from the Mount of Celestia. When it finishes shaping, your shield glow like a candle.

This soulmeld increase the Shield Bonus by +1. Your aura of light radius is also improved by 10ft.
Essentia: For every points of essentia invested into this soulmeld, your Shield have is Enhancement bonus (if any) increase by +1 and your light radius by +10ft.

Chakra Bind (Feets) : You can throw your shield as a move action or in addition to a full attack. The Shield gain the returning property and have a range of 30ft.

Chakra Bind (Arms) : Every time someone attack you with a melee weapon they suffer 2d6 Holy damage from your shield light.


[hr]Armor of the Faithful (Su)
[hr]You gain a unique soulmeld that lets you Growth a pari of Wings. The statistic for this soulmeld are as follows;


Armor of the Faithful
Descriptors: Light
Classes: Light Bringer
Chakra: Crown, Shoulders

A aura of light shapes itself arround your armor, made of pure Light from the Mount of Celestia. When it finishes shaping, your armor glow like a candle.

This soulmeld give the armor a lighter feel that let you ignore any penalty to skill, speed, maximum dexterity bonus or spell failure chance from your armor. Your aura of light radius is also improved by 10ft.
Essentia: For every points of essentia invested into this soulmeld, your Armor have is Enhancement bonus (if any) increase by +1 and your light radius by +10ft.

Chakra Bind (Crown) : Your armor provide a protection from critical hits as the Fortification property (20% + 20% per essentia already invested in this souldmeld, maximum 100%)

Chakra Bind (Shoulders) : You gain a ressitance to the 4 element (Acid, Cold, Electricity and Fire) equal to 5 + 4 per essentia already invested in this souldmeld.


[hr]Avatar of Light (Su)
[hr]You gain a unique soulmeld that lets you Growth a pari of Wings. The statistic for this soulmeld are as follows;


Avatar of Light
Descriptors: Light
Classes: Light Bringer
Chakra: Feets, Brow

You are surround by Light in all time and you look king of Angelic.

This soulmeld change your type to Outsider (Native) and give you a Spell Resistance of 11 vs Evil or spells cast by Undeads. Your aura of light radius is also improved by 10ft.
Essentia: For every points of essentia invested into this soulmeld, your Spell Resistance is increase by 5 and your light radius by +10ft.

Chakra Bind (Feets) : You gain +10ft to you land speed and you are always surround by a Magic Circle vs Evil.

Chakra Bind (Brow) : You gain the Gaze attack of a Ghaele. A creature can't be the target of this Gaze attack more than once per 24 hours.



[hr]
Lightbringer Discipline
[hr]Key Skill: Concentration
Associated Weapons: Longsword, Heavy Mace, Spiked Shield, Bastard Sword and Warhammer.
Saves for the Lightbringer discipline are based on Charisma.

Holy Damage : Holy damage bypass any resistance, give no saving throw but is affected by spell resistance as normal. It dosen't affect Good creature, Deal Half damage to Neutral Creature and Full Damage on Evil Creature. Lawful of Chaotic have no effect agaisnt Holy damage. Undead and Evil Outsider received double damage (triple on a critical)

Emanation: Whenever you a stance or maneuver have a emanation (usally 60ft) if you have the Aura of Light special power (see Lightbringer) it affect a range equal to the Light radius instead.

Saves: All the Lghtbringer discipline Saves are equal to 10 + 1/2 Initiator level + Charisma

[hr]1st level Maneuvers[hr]
- Minor Turn Evil [Strike]
- Concentration Aura [Stance]
- Elemental Resistance Aura [Stance]

- Minor Turn Evil [Strike] : You channel a 20ft burst of Holy Light at a Undead within Close Range (25ft + 5ft/2 Initiator level). Every undead in the burst received 2d6 Holy damage, you can also Turn up to (Initiator level) HD worth of undead of Maximum (Initiator level) HD. For every pts of Essentia you invest while using this maneuver you augment the burst by +10ft, the amount of HD affected by +4, the maximum HD affected by +1 and the Holy damage by +1d6

- Concentration Aura [Stance] : 60ft emanation, You and all allies gain a +4 morale bonus on all your concentration check and you all act as if casting on the defensive. For each points of essentia invested in this stance you increase the bonus by +2.

- Elemental Resistance Aura [Stance] : 60ft emanation, You and all allies gain a resistance of 5 vs one of these 4 elements : Acid, Cold, Fire and Electricity. You must choose the element while gaining the stance. For every pts of essentia you invest in this stance you increase the Resistance by +5.

[hr]2nd level Maneuvers[hr]
- Minor Holy Strike : [Strike]
- Minor Consecration : [Boost]

- Minor Holy Strike : [Strike] Deal +2d6 Holy Damage on Next Melee attack you make (Reflex Save for Half). For every points of essentia invest at the time you use this strike you increase the damage by +2.

- Minor Consecration : You channel Celestial Energy around you in a Burst of 15ft that cause Holy damage equal to (Initiator level) for a number of rounds equal to your Charisma (minimum 1). You cannot have more than 1 consecration effect active at a time. For every points of essentia you invest while using this boost you increase the damage by +1.

[hr][b]3rd level Maneuvers[hr]
- Lesser Turn Evil [Strike]

- Lesser Turn Evil [Strike] : You channel a 20ft burst of Holy Light at a Undead within Close Range (25ft + 5ft/2 Initiator level). Every undead in the burst received 4d6 Holy damage, you can also Turn up to (2 x Initiator level) HD worth of undead of Maximum (Initiator level) HD. For every pts of Essentia you invest while using this maneuver you augment the burst by +10ft, the amount of HD affected by +2, the maximum HD affected by +1 and the Holy damage by +1d6

[hr]4th level Maneuvers[hr]
- Lesser Holy Strike : [Strike]
- Retribution Aura [Stance]
- Devotion Aura [Stance]
- Lesser Consecration : [Boost]

- Lesser Holy Strike : [Strike] Deal +5d6 Holy Damage on Next Melee attack you make (Reflex Save for Half). For every points of essentia invest at the time you use this strike you increase the damage by +5.

- Retribution Aura [Stance] : 60ft Emanation, Each person who attack you or a allies in Melee received 2 Holy Damage per attack. For every point of essentia you invest in this stance you increase the damage by +1.

- Devotion Aura [Stance] : 60ft emanation, While in this stance the lightbringer and all allies gain a bonus of +2 to their Armor Class. For each points of essentia you invest in this stance you increase the armor bonus by +1.

- Lesser Consecration : You channel Celestial Energy around you in a Burst of 15ft that cause Holy damage equal to (Initiator level) for a number of rounds equal to your Charisma (minimum 1). You cannot have more than 1 consecration effect active at a time. For every points of essentia you invest while using this boost you increase the damage by +2.

[hr][b]5th level Maneuvers[hr]
- Improved Turn Evil [Strike]

- Improved Turn Evil [Strike] : You channel a 20ft burst of Holy Light at a Undead within Close Range (25ft + 5ft/2 Initiator level). Every undead in the burst received 6d6 Holy damage, you can also Turn up to (3 x Initiator level) HD worth of undead of Maximum (Initiator level) HD. For every pts of Essentia you invest while using this maneuver you augment the burst by +10ft, the amount of HD affected by +3, the maximum HD affected by +1 and the Holy damage by +1d6

[hr]6th level Maneuvers[hr]
- Improved Holy Strike : [Strike]
- Improved Consecration : [Boost]

- Improved Holy Strike : [Strike] Deal +10d6 Holy Damage on Next Melee attack you make (Reflex Save for Half). For every points of essentia invest at the time you use this strike you increase the damage by +10.

- Improved Consecration : You channel Celestial Energy around you in a Burst of 15ft that cause Holy damage equal to (Initiator level) for a number of rounds equal to your Charisma (minimum 1). You cannot have more than 1 consecration effect active at a time. For every points of essentia you invest while using this boost you increase the damage by +3.

[hr][b]7th level Maneuvers[hr]
- Greater Turn Evil [Strike]
- Crusader Aura [Stance]

- Greater Turn Evil [Strike] : You channel a 20ft burst of Holy Light at a Undead within Close Range (25ft + 5ft/2 Initiator level). Every undead in the burst received 8d6 Holy damage, you can also Turn up to (4 x Initiator level) HD worth of undead of Maximum (Initiator level) HD. For every pts of Essentia you invest while using this maneuver you augment the burst by +10ft, the amount of HD affected by +4, the maximum HD affected by +1 and the Holy damage by +1d6
- Crusader Aura [Stance] : 60ft emanation, You and all allies gain a +10 Enhancement bonus on your base land speed. For each Essentia invested in this Stance you increase the movement speed by +5ft.

[hr]8th level Maneuvers[hr]
- Greater Holy Strike : [Strike]
- Greater Consecration : [Boost]

- Greater Holy Strike : [Strike] Deal +15d6 Holy Damage on Next Melee attack you make (Reflex Save for Half). For every points of essentia invest at the time you use this strike you increase the damage by +15.

- Greater Consecration : You channel Celestial Energy around you in a Burst of 15ft that cause Holy damage equal to (Initiator level) for a number of rounds equal to your Charisma (minimum 1). You cannot have more than 1 consecration effect active at a time. For every points of essentia you invest while using this boost you increase the damage by +4.

[hr][b]9th level Maneuvers[hr]
- True Turn Evil [Strike]

- True Turn Evil [Strike] : You channel a 20ft burst of Holy Light at a Undead within Close Range (25ft + 5ft/2 Initiator level). Every undead in the burst received 10d6 Holy damage, you can also Turn up to (5 x Initiator level) HD worth of undead of Maximum (Initiator level) HD. For every pts of Essentia you invest while using this maneuver you augment the burst by +10ft, the amount of HD affected by +5, the maximum HD affected by +1 and the Holy damage by +1d6.

Eurus
2010-03-17, 12:07 PM
INQUISITOR

”The shadows of your deception are pierced by the light of truth. You have been judged guilty, and given every chance to repent, which you refused - now you will pay your penance.”

Arbiter Augustin, Grand Inquisitor of the Church of Saint Cuthbert

If Paladins are the swords and shields of the gods, Inquisitors are their eyes and ears. More focused in their studies and purpose than Clerics, with the same incredible self-discipline as Paladins but less martial training, they are a feared branch of any large church. Paladins may punish evil, but it is the Inquisitors who ferret it out, and it is the Inquisitors who deal out penance to the defeated. Few things strike fear in the hearts of those who deal in shadows and lies like an Inquisitor on the hunt, radiating searing light and holy fire.

Abilities: Charisma and Wisdom are both vital for an Inquisitor. The former determines the strength of many of their abilities, as their own tremendous self-confidence is often their greatest weapon, while Wisdom helps them find evil and pierce its lies, in addition to making their own faith more unshakable. Beyond that, abilities vary; many favor Constitution and Strength, but some of the more learned sages get much use out of Intelligence. Dexterity is generally least important, as Inquisitors are trained to wear heavy armor.

Role: An Inquisitor is a support character, plain and simple. With a strategic combination of buffs and debuffs, they give their party a crucial advantage over its foes. In particular, they specialize in shutting down those characters and monsters that focus on stealth and trickery, and harass those who rely heavily on magic as well. They are capable of also functioning as competent tanks, provided that they have a chance to erect protective wardings around themselves. Outside of combat, they are social characters, capable of alternating between politeness and formality and ice-cold intimidation depending on the situation.

Background: Inquisitor is as much a title as a class, and it requires significant training to become fully recognized as one. As a result, many are trained from a very young age; a significant percentage of Inquisitors are raised in the church or kingdom that they serve, or even adopted by them. This is necessary so that they can be fully indoctrinated in the proper philosophy, their minds molded to be unshakably faithful and loyal. Eventually, after completing their training, an Inquisitor is given their formal title and crest. Most remain with their sponsoring organization, carrying out missions at request and then returning or simply managing the dungeons, but some - particularly the young - embark on long-term journeys to ferret out wickedness, only returning posthumously or when they feel ready to settle down.

Organization: Every Inquisitor is a member of an organized church or a servant of a kingdom. In either case, this organization is almost always at least relatively lawful, so the Inquisitor can generally command a measure of respect anywhere that its influence stretches. Beyond that, they are fully entitled to requisition reinforcements, information, or supplies from their employers, although those employers are not obligated to provide them. More often, an Inquisitor simply reports back after uncovering wrongdoing and the church or kingdom sends out more traditional soldiers or adventurers to deal with it, and bring the survivors back to the Inquisitor.

Alignment: Any Lawful. Inquisitors are always devoted to lawful churches or kingdoms, but power does have a tendency to corrupt, and there are many Inquisitors who fall from goodness in their zeal to punish transgressors, even some in service of Good-aligned lords and ideals. In games that use the Color Wheel, Inquisitors are always primarily White, but may have any secondary colors.

Races: The enormous majority of Inquisitors are humans and dwarves. Those races, with their formal governments and ritualized religions, are much more conducive to the philosophies that create Inquisitors than free-spirited races like elves and halflings. Mind Flayers and drow also have thriving populations of Inquisitors, to manage slaves and quench rebellions. Inquisitors are almost entirely unheard of among the savage races, although there are some rare cases when dark cults form, with Inquisitors to carefully survey minds and prune out any thoughts of disobedience.

Religion: Most Inquisitors are religious, and the vast majority of those worship lawful gods. Some few worship neutral gods, such as Pelor or Nerull, but chaotic religions are anathema to the Inquisitorial mindset which emphasizes conformity and obedience. Of the PhB gods, St. Cuthbert and Hextor command the most worshipers by far, with Wee Jas, Pelor, and Moradin being close seconds.

Other Classes: Inquisitors tend to get along with other characters (or not) on the basis of philosophy rather than class. Those who adhere to higher principles can generally find a friend in an Inquisitor - many are willing to respect devotion even if they disagree with the particular ethos or organization that one is devoted to. As a result, they tend most often to get along with similarly-aligned clerics, paladins, knights, and incarnates, but may easily cooperate with any class. Those with mercenary mindsets, or those who disrespect authority, are unlikely to gain friendship or respect from an Inquisitor, although they may still cooperate in order to reach a common goal.

Adaptation: Inquisitors should fit well in almost any setting that includes magic. In settings where the church isn't a dominant force Inquisitors are more likely to serve the state, and vice-versa.

Hit Die: D8.

Starting Gold: 6d4 x 10 gold pieces.


Class Features

Class Skills: The Inquisitor's class skills (and the key ability score for each skill) are as follows: Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).

Skill Points at First Level: (6 + Intelligence modifier) x4
Skill Points at Each Additional Level: 6 + Intelligence Modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Light Acclimation, Trapfinding, Cleansing Light (Illuminate)

2nd|
+1|
+3|
+0|
+3|Eyes of God (Dread)

3rd|
+2|
+3|
+1|
+3|

4th|
+3|
+4|
+1|
+4|Cleansing Light (Banish Abominations)

5th|
+3|
+4|
+1|
+4|

6th|
+4|
+5|
+2|
+5|Cleansing Light (Heal)

7th|
+5|
+5|
+2|
+5|

8th|
+6/+1|
+6|
+2|
+6|Eyes of God (Awe)

9th|
+6/+1|
+6|
+3|
+6|Cleansing Light (Blind)

10th|
+7/+2|
+7|
+3|
+7|

11th|
+8/+3|
+7|
+3|
+7|Cleansing Light (Banish Fiends)

12th|
+9/+4|
+8|
+4|
+8|

13th|
+9/+4|
+8|
+4|
+8|

14th|
+10/+5|
+9|
+4|
+9|Eyes of God (Guilt), Cleansing Light (Dispel)

15th|
+11/+6/+1|
+9|
+5|
+9|

16th|
+12/+7/+2|
+10|
+5|
+10|Cleansing Light (Smite)

17th|
+12/+7/+2|
+10|
+5|
+10|

18th|
+13/+8/+3|
+11|
+6|
+11|

19th|
+14/+9/+4|
+11|
+6|
+11|Cleansing Light (Banish Heretics)

20th|
+15/+10/+5|
+12|
+6|
+12|Eyes of God (Weakness)[/table]

Spells per day:
{table=head]Level|0|1st|2nd|3rd|4th|5th|6th
1st|5|3|--|--|--|--|--|--|--|--
2nd|6|4|--|--|--|--|--|--|--|--
3rd|6|5|--|--|--|--|--|--|--|--
4th|6|6|3|--|--|--|--|--|--|--
5th|6|6|4|--|--|--|--|--|--|--
6th|6|6|5|3|--|--|--|--|--|--
7th|6|6|6|4|--|--|--|--|--|--
8th|6|6|6|5|3|--|--|--|--|--
9th|6|6|6|6|4|--|--|--|--|--
10th|6|6|6|6|5|3|--|--|--|--
11th|6|6|6|6|6|4|--|--|--|--
12th|6|6|6|6|6|5|3|--|--|--
13th|6|6|6|6|6|6|4|--|--|--
14th|6|6|6|6|6|6|5|3|--|--
15th|6|6|6|6|6|6|6|4|--|--
16th|6|6|6|6|6|6|6|5|3|--
17th|6|6|6|6|6|6|6|6|4|--
18th|6|6|6|6|6|6|6|6|5|3
19th|6|6|6|6|6|6|6|6|6|4
20th|6|6|6|6|6|6|6|6|6|5[/table]

Weapon and Armor Proficiency: Inquisitors are proficient with simple weapons, and with medium armor and all shields except tower shields.

Spellcasting: An Inquisitor casts divine spells, which are drawn from the Inquisitor spell list below. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; like a cleric, he cannot cast a spell with an alignment descriptor directly opposed to his own. When you gain access to a new level of spells, you automatically know all the spells for that level on the Inquisitor's spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. You also have the option of adding to your existing spell list through your advanced learning class feature (see below) as you increase in level.

To cast an Inquisitor spell, you must have a Wisdom score of 10 + the spell’s level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against an Inqusitor's spell is 10 + the spell’s level + the Inquisitor's Wis modifier. Like other spellcasters, an Inqusitor can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given in the table above. In addition, you receive bonus spells for a high Wisdom score.

An Inqusitor need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

Light Acclimation (Ex): Inquisitors, even those of darkness-dwelling races like the Drow, wield light as a weapon, and so do not fear it. At 1st level, an Inquisitor's light blindness (if he has it) is replaced with light sensitivity, or his light sensitivity is eliminated entirely. If he has neither of those abilities, he instead gains a +2 bonus on all saves against spells and effects with the [light] descriptor and on spot checks in areas of bright light.

Cleansing Light (Su): The staple ability of all Inquisitors is to channel the strength of their faith into a tangible force, a light that blinds the wicked and exposes falsehoods. They may use this abilitiy a number of times per day equal to their class level + their Cha modifier. At 1st level, they may only select the Illumination ability, but they gain new uses for this light as they advance in levels.

Illuminate: The Inquisitor sheds bright light out to a range of 10 feet per class level (and no shadowy illumination beyond that). This light suppresses magical darkness effects with a spell level less than half the Inquisitor's class level, rounded up (for effects that do not mimic spells, they are suppressed if the creator's hit dice or caster level is less than the Inquisitor's class level + cha modifier). The entire illuminated area is considered to have no shadows for the purposes of abilities which require them, and creatures in the area (allied and enemy alike) take a penalty on hide checks equal to 1/2 the Inquisitor's class level. All of the Inquisitor's enemies in this area are dazzled (except those without eyes).

Banish: At 4rd level, the Inquisitor may release his light in a blinding flash, terrifying the wicked and sending them scurrying away. This functions as a Cleric's ability to turn undead, except that affected creatures are never destroyed, and he may also turn aberrations and vermin. At 13th level, the Inquisitor may turn outsiders with an alignment subtype opposed to his own or that of his church in addition to undead. And at 19th level, he may spend three uses of Cleansing Light to turn any creatures of opposing alignment, regardless of creature type; this only lasts for 1d4+1 rounds, however, and the Inquisitor may not use any of his Banish abilities for 5 rounds.

Heal: At 7th level, the Inquisitor may use his light to heal as well as harm. When he uses this ability, all allies within 60 feet gain Fast Healing for rounds equal to the Inquisitor's charisma modifier. This healing is equal to one point +1 per every three class levels (2 at first, then 3 at 9, 4 at 12, up to 6 at 20).

Blind: At 9th level, the Inquisitor may increase the intensity of his cleansing light, striking blind those who view him with pure, overwhelming authority. Treat this ability as a gaze attack with a range of 5 feet per class level. Those affected must make Fortitude saves (DC 10 + 1/2 class level + Cha modifier) or be permanently blinded. On a successful save, creatures are still dazzled for 1 hour. The Inquisitor gains this gaze attack for one round at the cost of two uses of Cleansing Light.

Dispel: At 14th level, the Inquisitor may use their light to cut through magic as well as shadows. This ability functions as an area dispel effect centered on the Inquisitor, using his class level as the caster level (no cap), but with a radius of 10 feet per class level and a bonus on the dispel check equal to his charisma modifier. The Inqusitor may ignore specific spell effects if he wishes, only dispelling those of his enemies rather than his allies. This uses one use of Cleansing Shadows.

Smite: At 16th level, an Inquisitor may use their light as a direct weapon, wielding pure faith and charisma like a hammer. As a full-round action, he summons a column of light from the sky or ceiling that covers a 10-foot radius spread. Any magical darkness effects in the area are destroyed or dispelled, and all creatures in the area that the Inquisitor deems enemies suffer 1d6 points of holy damage per class level and must make a will save (10 + 1/2 HD + Cha) or be permanently blinded. On a success, victims are only blinded for one round but still take full damage. This takes two uses of Cleansing Light, and may only be used once every 1d4+1 rounds.

Eyes of God (Su): Starting at 2nd level, an Inquisitor learns to peel away their target's defenses when they survey them with divination magic. When they cast a divination spell, an Inquisitor may choose one of the following effects, which is inflicted on any enemy affected by or viewed through this spell (so a Detect Evil spell with an effect applied would function on anyone caught in its area). An Inquisitor may only have one such effect active at any one time, even if they have multiple divination effects active at once. Inquisitors start with only the Dread ability, but learn new abilities as they advance: Awe at level 8, Guilt at level 14, and Weakness at level 20. Creatures immune to mind-affecting abilities are immune to the effects of Dread, Awe, and Guilt, but not Weakness. These abilities last for as long as the creature is affected or viewed by the spell and for one full round thereafter.

Dread: The target feels a sense of fear at the promise of just punishment, be it at the hands of god or man. Those affected take a penalty on all attack rolls. This penalty is -1 at 2nd level, and increases by 1 at level 5 and every fifth level thereafter (-2 at level 5, -3 at level 10, -4 at level 15, and -5 at level 20).

Awe: The target is shaken with awe as the Inquisitor channels the full force of the authority invested in him. Those affected by this ability take a penalty to AC. The penalty is equal to that normally inflicted by Dread.

Guilt: The target feels a deep sense of shame and remorse as the Inquisitor peers into their very souls. They suffer a -2 penalty on all saving throws that they make against any effect generated by the Inquisitor or his allies. This penalty increases to -3 at level 18.

Weakness: The Inquisitor picks out every vulnerability in its target, identifying exactly how to do it the most harm. Creatures affected take a -10 penalty to any spell resistance and damage reduction that they possess, and the Inquisitor himself may add his wisdom modifier to attack and damage against them.



Spell list
0th: Resistance, Guidance, Create Water, Cure Minor Wounds, Flare, Inflict Minor Wounds, Mending, Detect Magic, Detect Good/Evil/Chaos/Law, Know Direction, Light, Read Magic, Erase
1st: Alarm, Bless, Bane, Bless Water, Curse Water, Cure Light Wounds, Comprehend Languages, Command, Detect Undead, Doom, Endure Elements, Entropic Shield, Faerie Fire, Identify, Inflict Light Wounds, Remove Fear, Sanctuary, Shield of Faith, True Strike,
2nd: Augury, Arcane Lock, Consecrate, Cure Moderate Wounds, Desecrate, Detect Thoughts, Delay Poison, Find Traps, Inflict Moderate Wounds, Locate Object, Protection from Arrows, Protection from Good/Evil/Chaos, Remove Paralysis, Resist Energy, Lesser Restoration, See Invisibility, Status, Silence, Zone of Truth
3rd: Arcane Sight, Bestow Curse, Clairaudience/Clairvoyance, Cure Serious Wounds, Daylight, Dispel Magic, Glyph of Warding, Inflict Serious Wounds, Invisibility Purge, Magic Circle Against Good/Evil/Chaos, Nondetection, Protection from Energy, Prayer, Remove Curse, Remove Disease, Scrying, Searing Light, Tongues
4th: Air Walk, Arcane Eye, Atonement, Break Enchantment, Cure Critical Wounds, Detect Scrying, Dimensional Anchor, Discern Lies, Divination, Dismissal, Freedom of Movement, Inflict Critical Wounds, Lesser Globe of Invulnerability, Locate Creature, Lesser Planar Ally, Restoration, Repel Vermin, Spell Immunity
5th: Commune, Dispel Good/Evil/Chaos, Greater Command, Hallow, Legend Lore, Prying Eyes, Raise Dead, Spell Resistance, Telepathic Bond, True Seeing, Unhallow,
6th: Analyze Dweomer, Antimagic Field, Banishment, Blasphemy, Dictum, Find the Path, Greater Dispel Magic, Forbiddance, Globe of Invulnerability, Greater Glyph of Warding, Holy Word
7th: Greater Arcane Sight, Protection from Spells, Repulsion, Sequester, Spell Turning, Sunbeam, Greater Scrying, Vision
8th: Discern Location, Dimensional Lock, Holy Aura, Mind Blank, Moment of Prescience, Greater Prying Eyes, Greater Planar Ally, Prismatic Wall, Shield of Law, Sunburst, Greater Spell Immunity, Unholy Aura
9th: Disjunction, Foresight, Freedom, Mass Heal, Imprisonment, Prismatic Sphere, True Resurrection

Unfinished.

UserShadow7989
2010-03-17, 09:25 PM
I haven't finished yet, but I wanted to show what I've done so I can be PEACHed by others as I go, since I'm still a n00b when it comes to crunch. The major themes and the fluff are finished other then any touch ups I may do down the line, but I've still got plenty of class abilities to make if I want to fill those dead levels.


Solar Adept

You know what the difference between you and me is? Your power can be taken from you. You lose your little book and you're nothing more then a screw loose who makes funny faces and shouts gibberish. My power is the very light itself, and it takes it's home in my body. -Margaret Slant, the original Solar Adept to an especially arrogant Wizard.

Solar Adepts are warriors that have learned to harness the light of day itself. By scribing special runes into their own flesh, they transform themselves into a living battery for light and channel that power into their actions. The art was created by the Slant sisters only a short few years ago, and has spread like wildfire among young warriors who aren't willing to dedicate their whole lives to learning the arcane arts or chain themselves to a higher being's whims. The variety of Solar Adepts that rely on moonlight, such as the younger Slant sister, Margaret Slant, are often called Lunar Adepts but otherwise put into the same group.

This has given the Adepts a poor reputation, however. Many use the powers granted by moonlight to perform thefts or confuse and terrify hapless travelers into surrendering their goods. Paladins and Clerics are wary of the Adepts, as their new source of energy comes from runes on their bodies that could be mistaken as a sort of evil ritual. This could die down in time once people become more associated with the Adepts, but only time will tell.

Lunar Adepts have much different powers then their sun based counterparts, mostly built towards stealth and deception, while Solar Adepts see through illusions and concealment. Both groups take advantage of their abilities to find enemies and conceal themselves, as well as their abilities to solidify small amounts of light as ammunition, by taking up a bow or other projectile weapon.

Abilities: Depending on which path you choose, Solar or Lunar, your priorities change drastically. Solar Adepts want Constitution to reinforce their larger hit die and more defensive role, Wisdom to fuel their special abilities. Strength helps the adept fight in melee when a foe closes in too close for their ranged weapon to work.

Lunar Adepts use Dexterity to compensate for their lack of heavier armor and smaller hit die, and to increase their skill with ranged weapons. Charisma is their source of energy in opposition to the Solar Adept's Wisdom, and Intelligence allows them to take advantage of their large skill list.

Role: Solar Adepts act along the lines a Paladin would. Shielding and healing allies while providing beneficial auras to them. They can also act as reliable sentries and undo illusions. A Lunar Adept is more in line with a Rouge, using stealth and range to take out targets of priority, sneaking around guards, and acting as a Swiss army knife of skills out of combat. Both are capable of chipping away at far away targets before they close in.

Background: Those that wish to become an adept must inscribe or have someone else inscribe a complex system of runes into their bodies, either as a tattoo or... less pleasant means. Once completed, the recipient must stay out under their power source from sun up to sun down (or the other way around, for those who wish to become a Lunar Adept) without covering the runes or stepping into the shade. If they fail, they may try again at any time until successful.

Once completed, the runes grow along with the with the user and spread as their user becomes more skilled with them. They rewrite themselves if tampered with, and must be removed all at once with a specialized ritual in order to be permanently removed. Even so, a former adept can regain their powers by personally re-scribing the basic runes.

Many undergo this art as a quick and easy way to supplement their other skills, or to gain a back up source of abilities in case their main method of defense or offense fails. Others are intrigued by the newly born source of power and wish to examine it's full potential.

Organization: Currently, there are very few Adepts compared to other classes. They have no overall tendency towards any given organization over another, though some religious groups believe them to be Warlocks of a different name and act as such. Groups composed entirely of adepts are just now surfacing, but none are large.

Alignment: Any. There is no shared tendency to law or chaos, good or evil. Chaotic Solar Adepts and Lawful Lunar Adepts are rare, but not unheard of.

Races: Any. The most commonly inscribed version of the ruins assume two legs, two arms, and a torso, but can be adapted to weird or even bizarre biology with some careful modifications. Humanoids and monstrous humanoids are more common for this reason but there's nothing stopping any other race from joining in.

Religion: For obvious reasons, adepts tend to choose religions based on the sun or moon, or with a deity that is connected to those sources. Some shy away from religion altogether due to the unstable ground between them and Clerics/Paladins, or practice the religion in private as to not be persecuted by their own. Again, there is no reason not to pick any other religion.

Other Classes: As stated numerous times before, Clerics and Paladins of good or neutral alignment are very wary of Adepts if they lack experience with them. Monks vary the most wildly, some seeing the runes as a strange but reasonable approach at improving the body, while others see it as self mutilation and 'cheating'. Wizards see no difference between an adept and a Warlock, simpleminded fools that decided to take the easy route to power instead of dedicating themselves. Bards have no problems with the Adepts, finding the new art a potential gold mine for inspiration. Other classes don't really care either way.

Adaptation: The ruins can be replaced with an angelic or demonic ritual, or described as a tribal practice handed down from generation to generation. Still others can cut the runes altogether and treat the adepts as a form of favored soul with a sun/moon/light affiliated deity. A family curse that causes pain by absorbing light into the owner's body, but the unintentional side effect of granting them a great smorgasbord of powers related to it's source. Anything with a relation to light works fine.

Hit Die: d8

Starting Gold: 4d6 x 10gp (140gp)


Class Features

Class Skills: The Solar Adept's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Jump (Str), Intimidate (Cha), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at First Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|Sun or Moon, Light Ammo, Energy Pool (1d2)

2nd|
+1|
+0|
+0|
+3|Shine Shooter, Illuminate or Conceal

3rd|
+2|
+1|
+1|
+3|Healing Aura or Shining Blade

4th|
+3|
+1|
+1|
+4|Lesser Channel Sun or Lesser Channel Moon

5th|
+3|
+1|
+1|
+4|Light Shield (AC Bonus), Energy Pool (1d4)

6th|
+4|
+2|
+2|
+5|Obstruct or Vanish

7th|
+5|
+2|
+2|
+5|Channel Sun or Channel Moon

8th|
+6/+1|
+2|
+2|
+6|Blindsense (30 ft.)

9th|
+6/+1|
+3|
+3|
+6|Valor Aura or Drain Light, Light Shield (Multiple Shields)

10th|
+7/+2|
+3|
+3|
+7|Greater Channel Sun or Greater Channel Moon, Energy Pool (1d6)

11th|
+8/+3|
+3|
+3|
+7|Skilled Marksman, Blindsense (45 ft.)

12th|
+9/+4|
+4|
+4|
+8|Blending of Styles or Style Mastery

13th|
+9/+4|
+4|
+4|
+8|Rune Growth, Light Shield (Spell Resistance)

14th|
+10/+5|
+4|
+4|
+9|Strengthened Control, Blindsense (60 ft.)

15th|
+11/+6/+1|
+5|
+5|
+9|Heroic Aura or Revenge, Energy Pool (1d8)

16th|
+12/+7/+2|
+5|
+5|
+10|Mighty Champion

17th|
+12/+7/+2|
+5|
+5|
+10|Light Shield (Immediate Action), Blindsense (75 ft.)

18th|
+13/+8/+3|
+6|
+6|
+11|Sealing Shot

19th|
+14/+9/+4|
+6|
+6|
+11|Flawless Aura or Twilight Blade

20th|
+15/+10/+5|
+6|
+6|
+12|Eclipse, Energy Pool (1d10), Blindsense (90 ft.)[/table]

Weapon and Armor Proficiencies:
A solar adept is proficient with all simple and projectile weapons. Solar adepts are proficient with light armor, but no shields.

Sun or Moon (Ex)
At character creation, the solar adept chooses between the ability to absorb sunlight or the ability to absorb moonlight. A solar adept that absorbs moonlight is known as a lunar adept, and each gain additional Class Skills, Proficiencies, and miscellaneous changes to the above. This cannot be changed later, except by a long and difficult side quest to do so. The bonuses provided by each choice are as follows:


Solar Adepts
Change the class hit die to a d10.
Change the Fortitude progression from bad (0+1/3HD) to good (2+1/2HD)
The following are now class skills: Craft (Int), Decipher Script (Int), Knowledge (Architecture) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Nobility and royalty) (Int), Profession (Wis), Survival (Wis),
The solar adept is now proficient with medium armor and all shields (except tower shields).
The solar adept can use and does not take penalties for using projectile weapons one handed when the other hand is occupied by a light shield.
Do an additional 1d4 light damage to undead and/or evil creatures when making a successful Full Attack. This damage increases by 1d4 for every 4 solar adept class levels.



Lunar Adepts
Skill Points at 1st Level is now (6 + Int modifier) x4, and each additional level is now 6 + Int modifier.
Change the Reflex progression from bad (0+1/3HD) to good (2+1/2HD)
The following are now class skills: Bluff (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Knowledge (Local) (Int), Move Silently (Dex), Open Lock (Dex), Sleight of Hand (Dex),
The lunar adept is now proficient with short swords, longswords, rapiers, scimitars, falchions, and bastard swords.
The lunar adept can use and does not take penalties for using projectile weapons one handed when the other hand is occupied by a short sword or rapier.
When attacking a flatfooted, flanked, unaware, or helpless enemy with a successful Full Attack, do an additional 1d4 damage. This damage increases by 1d4 for every 2 lunar adept class levels.


Energy Pool (Su)
As a solar adept stands in a space illuminated by natural source of sunlight (or a lunar adept in a space brightened by moonlight), they gain "Solar Energy" (Lunar Energy) at a rate of 1d2 per round. This energy is stored within the adept's body until used to fuel her abilities, and she can hold up to (10 + (10 * Class Level)) points of Solar (Lunar) Energy at a time. An adept may, as a full-round action that provokes an attack of opportunity, focus on drawing in the light around her. When doing so, increase the size die rolled at the beginning of her next round by 1 step.

At every 5 class levels, increase the size of the die the adept draws in light by one step (1d2 to start, 1d4 at 5, 1d6 at 10, 1d8 at 15, and 1d10 at 20). A solar/lunar adept does not lose energy from being in an anti-magic field or similar effect, but cannot absorb more energy until they escape the effects. If knocked unconscious, the adept loses all energy she's absorbed. A full night's rest (at least 8 hours) replenishes solar/lunar energy (even without access to a source of light), up to half their current maximum. Artificial light sources can provide energy to both solar and lunar adepts, but do so only once every other round and with one die size lower then genuine light.

Light Ammo (Su)
A solar adept's first ability is to create small, solid pellets or thin lines of light. For the cost of a mere 1 solar/lunar energy, a solar adept can substitute ammunition with one of these pellets or lines. While she must still spend an action to reload a sling or crossbow, there is otherwise no difference between the light pellets/lines and normal arrows/sling bullets/bolts.

Shine Shooter (Su)
When making an attack with a ranged weapon, you may spend solar/lunar energy as a free action to increase attributes of the attack. You can spend a maximum of 2 points per class level for any given attack, and can take any single bonus multiple times. The options and their costs are as follows:
1 point - Increase the range of this attack by 5 ft.
1 point - Treat all damage done by this attack as non-lethal.
1 point - Your shot illuminates the area around it's path up to 5 ft. out for 1 round. Additional payments in this score increases the distance by 5 ft. each.
2 points - Add light damage to a successful hit equal to your Wisdom or Charisma modifier (whichever is higher).
2 points - The target makes a DC (5 + Solar Adept class levels) Fortitude Save, or is stunned for 1 round. Each additional payment can increase the stun for 1 round or increase the DC by 3.
3 points - Creatures adjacent to the target must make a DC (Attack Roll) Reflex save or take damage equal to (Damage Roll/2). Extra payments increase the range of effect by 5 ft. each.
3 points - Hits with enough force to push the target back one square, if possible. Target creature must make a DC(5 + Solar Adept class levels) Reflex Save or be knocked prone. Each additional payment increases the DC by 3.
3 points - Shot explodes in a flash of light. Reduce the damage done by half (rounded up) to blind the target for 1d4 rounds.
4 points - Grant a bonus to your Attack Roll equal to your Wisdom or Charisma modifier (whichever is higher).
4 points - Grant a bonus to your Damage Roll equal to your Wisdom or Charisma modifier (whichever is higher).

Illuminate (Su)

An adept of the 'Sun' path of level 2 or higher can spend 1 Solar Energy per round to create a bright, warming light from their runes, illuminating the surrounding 25 ft. area. This requires a Standard Action to activate and an Immediate Action to end. This causes a -4 penalty to Hide skill checks to those in range. In addition, all spells or spell-like abilities of the Illusion school or that create illusions within the area of this light require their caster to succeed a DC(10 + Solar Adept class levels/2 + Solar Adept's Wisdom Modifier) Concentrate skill check or have the illusions fail. Spellcasters that can suffer arcane spell failure and fail the Concentrate check suffer arcane spell failure.

As the adept grows in class level, she can increase/decrease the range of this effect by 5 for every 3 class levels after 2nd level (5th, 8th, 11th, 14th, 17th, 20th) to a minimum of 5 ft. range. At level 8, she can shape this effect into a cone originating from the adept herself with double the range.

Conceal (Su)

Conversely, adepts of the 'Moon' path at level 2 or higher can spend 2 Lunar Energy per round to repel the light from the area around them. This requires a Standard Action to activate and an Immediate Action to end. All light, natural or otherwise, is removed from the surrounding 25 ft. radius and the area is bathed in shadow. Any creatures within the area are treated as having complete concealment, but are also treated as if blind. Spellcasters that attempt to target a creature within the area of darkness must succeed a DC(10 + Lunar Adept class levels/2 + Lunar Adept's Charisma Modifier) Concentrate check or miss. They can gain a +3 circumstance bonus to this check on a successful Listen or Search check to find the adept (DC 5 + Lunar Adept class levels/2 + Lunar Adept's Charisma Modifier).

As the adept grows in class level, she can increase/decrease the range of this effect by 5 for every 3 class levels after 2nd level (5th, 8th, 11th, 14th, 17th, 20th) to a minimum of 5 ft. range. At level 8, she can shape this effect into a cone originating from the adept herself with double the range.

Healing Aura (Su)

At 3rd level onwards, a solar adept can create an aurora of sparkling dust around themselves up to (5 * class levels)ft. long, minimum 5 ft. All creatures within this range instantly stabilize if dropped below 0HP, and living creatures that are conscious and within range heal (Wisdom Modifier)d6 Hit Points at the beginning of each of their turns. This is a positive energy effect, that harms undead by an amount equal to how much it normally heals.

This requires a Full Round Action that provokes an Attack of Opportunity to activate, and a Swift Action to end. Every round that this effect is active costs 2 Solar Energy for every 5 ft. of range the effects cover.

Shining Blade (Su)

A lunar adept of 3rd level or higher learns to channel their energy into their blade as they do their guns. By paying the specified amount of Lunar energy when making a Full Attack, the adept gains the bonus effect onto their attack. The list of effects and their costs are as follows:


6 points - For every successful hit made this round, roll against the target's AC (do not apply your Base Attack Bonus to these rolls). For each new roll that overcomes the target creature's AC, the creature is stunned for 2 rounds. Selecting this multiple times grants a +2 bonus to each additional roll for every additional payment.
6 points - Add 1d4 light damage to this attack. Paying for this ability more then once adds an additional 1d4.
8 points - Add a +3 competence bonus to your attack rolls this round. You may select this multiple times, increasing the bonus by 3 each time.
12 points - Select one of the target's saves. For each successful hit, add a -1 penalty to that save. Penalties applied this way are reduced by 1 every round until eliminated. This may be taken multiple times to target additional saves for each payment, but you cannot select the same save twice.
16 points - do 1 untyped damage to the target creature, ignoring all damage reduction. Increase this damage by 1 each time this is selected.

Lesser Channel Sun (Su)

Constantly absorbing and releasing light from your body is an exhausting task, but where there's pain, there's gain. At level 4, an adept of the solar path gains a permanent +1 to their Strength stat for every 4 solar adept class levels they posses (rounded down). In addition, a solar adept may spend up to (class levels * 2) Solar Energy as an instant action to apply a +1 bonus or -1 penalty to rolls or skill checks that rely on the strength stat or strength modifier involving the adept for every 8 points of Solar Energy spent. This bonus lasts for 1 round.

Lesser Channel Moon (Su)

Carefully gauging your energy levels, the flow of light, and doing it all in the heat of combat is a daunting mental challenge. As you practice this skill, your mind grows stronger. At level 4, an adept of the lunar path gains a permanent +1 to their Intelligence stat for every 4 solar adept class levels they posses (rounded down). In addition, a lunar adept may spend up to (class levels * 2) Lunar Energy as an instant action to apply a +1 bonus or -1 penalty to rolls or skill checks that rely on the intelligence stat or intelligence modifier involving the adept for every 8 points of Lunar Energy spent. This bonus lasts for 1 round.

Light Shield (Su)

Starting at level 5, adepts of both kinds learn to shape a thin barrier of light around themselves or another creature within 25 ft. of themselves. At the cost of 10 Solar or Lunar Energy per round, she can provide a deflection bonus to that creature's AC equal to their Wisdom or Charisma modifier (whichever is higher) to the creature as a Full Round Action. The adept can remove a Light Shield as an Immediate Action at any time, but must still pay for the round it is deactivated even if it is not active for the entirety of that round.

Once the adept reaches level 9, she can apply and remove shields to/from as many creatures in range as she wishes with a single action of the proper type. She must still pay the full Solar/Lunar Energy cost for all active shields.

At 13th level, the shield also provides a Spell Resistance of (10 + Solar Adept class levels/2 + Wisdom or Charisma modifier (whichever is higher)) in addition to all other benefits.

Finally, level 17th and higher adepts can create a Light Shield as an Immediate action at the cost of 30 Solar/Lunar Energy that lasts until the end of the round.

Obstruct (Su)

At level 6, a solar path adept can create small lumps of debris in any square within 20 ft. to change that terrain into rough terrain. This is a once per turn Swift Action that provokes an attack of opportunity and costs 12 Solar Energy. The terrain remains this way until the end of combat or until the adept spends a Full Round Action to undo all of the previous uses of this ability. At 9th level and every 3 levels after, you can create an additional patch of 5 ft. by 5 ft. rough terrain with the same swift action.

Vanish (Su)

At level 6, a lunar adept can bend the light around her to vanish from sight. This grants a +1 untyped bonus on Hide and Hide in Plain Sight rolls for every solar adept class level she has, and a +2 concealment bonus to AC (does not stack with other forms of concealment). This can be activated or deactivated with a Standard Action or Move Action, and costs 10 Lunar Energy every round in addition to the 5 Lunar Energy required to activate it. This does nothing to prevent foes from hearing the adept and prevents her from using their other abilities that cost Lunar Energy for it's duration.

Channel Sun (Su)

At level 7, the solar adept can now apply the effects of "Lesser Channel Sun" to their Constitution. In addition, she receives a permanent +1 to their Constitution score.

Channel Moon (Su)

At level 7, the lunar adept can now apply the effects of "Lesser Channel Moon" to their Constitution. In addition, she receives a permanent +1 to their Constitution score.

Blindsense (Su)

As runes expand to cover the adept's form, she gains the ability to 'see' anything light bounces off of without use of their eyes. At level 8, the adept can pay 2 Solar/Lunar Energy per round as a Free Action to be treated as having Blindsense out to 30 ft. If the adept has an unobstructed straight line between themselves to the creature or object, the adept is aware of their presence. Increase the range of Blindsense by 15ft. every 3 levels after receiving it.

Valor Aura (Su)

Starting at level 9, solar adepts gain the ability to inspire courage and endurance in their allies. Any allied creatures within up to (5 * class levels)ft. minimum 5 ft. receive a bonus to attack rolls and saves equal to the solar adept's Wisdom Modifier.

This requires a Full Round Action that provokes an Attack of Opportunity to activate, and a Swift Action to end. Every round that this effect is active costs 4 Solar Energy for every 5 ft. of range the effects cover.

Drain Light (Su)

Level 9 lunar adepts, on the other hand, learn to drain energy from creatures to replenish their Lunar Energy. When the adept makes a successful melee attack against a creature, she gains Lunar Energy equal to half the damage they inflicted.

In addition to the positive benefits, she can spend the Lunar Energy she gained in this way to channel it back into the creature forcefully. This is an immediate action that grants one additional attack roll against the target with a +5 untyped bonus. If successful, the adept deals (Wisdom/Charisma modifier (whichever is higher))* 2 damage. This secondary effect can only be used on the same target once per encounter.

Greater Channel Sun (Su)

At level 10, the solar adept can now apply the effects of "Lesser Channel Sun" to their Wisdom. In addition, she receives a permanent +1 to their Wisdom score.

Greater Channel Moon (Su)

At level 10, the lunar adept can now apply the effects of "Lesser Channel Moon" to their Charisma. In addition, she receives a permanent +1 to their Charisma score.

Skilled Marksman (Ex)

By level 11, the adept has enough experience with projectile weapons to pull off some impressive shots. At the time they acquire this ability, and every odd numbered level afterwords, they select one of the following abilities to learn:

When attacking with a projectile weapon, increase your Attack Roll result by 2 * your combined total Solar Adept and Ranger class levels/4.
When making an attack with a projectile weapon, you may spend 20 Solar/Lunar Energy as a Free Action to hit twice for every successful Attack Roll.
Your Light Ammo class ability is now an (Ex) ability.
You can now spend double the normal amount of Solar/Lunar Energy for the Shine Shooter class ability.
Once per encounter, you can ignore your target's AC when making a Full Attack against them with a projectile weapon.
When a creature within half your weapon's maximum range attempts an action that provokes an Attack of Opportunity, you can pay (3 * target's CR) Solar/Lunar Energy to make an Attack of Opportunity against them with -5 to hit.
You do not receive penalties to hit when using a ranged weapon to target an enemy within half your range that has partial cover. When the target has complete cover, treat them as having partial cover when calculating their AC for your attack.
Solar adepts only. When using a weapon loaded with Light Ammo, you can target an ally with your attack to heal them by the amount of damage your attack would normally do. Ignore damage reduction.
Lunar adepts only. When using a weapon loaded with Light Ammo, you can reduce your hit by 3 to make the ammo burst on contact. If successful, the attack knocks the target prone.

Blending of Styles or Style Mastery (Ex)

At 12th level, solar and lunar adepts alike must make a choice. If they choose to blend their styles, they gain the Level 2, 3, 4, 5, 6, 7, 8, 9, and 10 class abilities of the opposite adept at levels 12, 13, 14, 15, 16, 17, 18, 19, and 20 respectively. They can also absorb Moonlight (if a Solar Adept) or Sunlight (if a Lunar Adept) as well as their main source to gain Solar/Lunar Energy. When absorbing the other source of light, an adept rolls only once every two turns instead of once per turn, and using a die one step down in size. Using the class feature of the opposite adept requires double the amount of Solar or Lunar Energy. When one of these newly gained abilities scale with level, treat the adept as 10 levels lower for the purpose of those skills.

Secondly, the adept selects and receives one of the bonuses provided by being a Solar/Lunar adept at every additional level after the 12th. Choosing the Solar Adept's d10 Hit die or Lunar Adept's Skill Points do not increase the Hit die/Skill Points of the previous levels. Changing the Reflex or Fortitude Save progression changes the Save bonus to match what it would be if it were the adept had that progression to begin with, but does not retroactively effect any previous rolls.

If the adept chooses to master their style, however, they gain none of the above. Instead, the maximum amount of Solar/Lunar energy they can store is now 15 + (15 * Solar Adept class levels) and roll 2 dice of the listed size when absorbing light via the Energy Pool class ability. Increase the stat bonuses provided by Lesser Channel Sun, Channel Sun, Greater Channel Sun, Lesser Channel Moon, Channel Moon, and Greater Channel Moon by 2. Gain a +2 competence bonus on any skill check made for a class skill provided by choosing the Solar or Lunar Adept bonus lists.

Rune Growth (Su)

Starting at level 13, the adept's runes begin to provide benefits of their own beyond absorbing light. At 13th, 16th, and 19th level, the solar adept gains +2 damage reduction against Supernatural or Spell-like abilities and Spells. A lunar adept's attacks deal an additional 1d4 light damage at each of the aforementioned levels.

Strengthened Control (Ex)
At 14th level, the adept has gained a great deal of control over her powers. She can now hide her runes from sight with a simple illusion that cannot be pierced except by true seeing effects. In addition, she can now select creatures within the range of her auras to exclude from the benefits or penalties (if a solar adept) or increase the damage done by her attacks by (Charisma Modifier * 2) as a Free Action (if a lunar adept).

If the adept chose the Blending of Styles ability for her 12th level class feature, she gains both benefits. If she chose Style Mastery for her 12th level class feature, she can choose not to pay any Solar or Lunar Energy costs for 1 round up to 4 times per day.

Heroic Aura (Su)
Stating from 15th level, a solar path adept can inspire courage in their allies. Any allied creatures within up to (5 *class levels)ft. minimum 5 ft. receive immunity to fear effects, and a +2 untyped bonus to all rolls when reduced to less then 20% of their maximum hit points.

This requires a Full Round Action that provokes an Attack of Opportunity to activate, and a Swift Action to end. Every round that this effect is active costs 4 Solar Energy for every 5 ft. of range the effects cover.

Revenge (Ex)
At level 15, lunar adepts can channel the adrenaline rush provided by their injuries into their attacks. For every 10% below her maximum health the lunar adept is at, she gains a +1 to all her attack rolls and damage rolls.

Mighty Champion (Ex)
Level 16 adepts of both schools can perform legendary acts of courage and skill, thanks to the refinements made to their bodies by their runes. By spending 10 Solar/Lunar Energy as a free action, the solar adept gains a +1 bonus to their next roll. The adept cannot gain a bonus from this ability greater then her Wisdom or Charisma modifier (whichever is higher).

Sealing Shot (Su)
At level 18, adepts can now use their abilities to interfere with the flow of arcane energy in living creatures. Once per encounter, when making an attack roll against a creature, you can pay 50 Solar/Lunar Energy to enchant the attack as a Free Action. If the enchanted attack successfully hits the target, the target cannot cast spells, use (Sp) Abilities, or use (Su) Abilities for (Adept's Wisdom or Charisma modifier, whichever is larger) rounds.

If the attack fails, it does not count towards the once per encounter limit, but the spent Solar/Lunar Energy is lost. This does nothing to effect spells already cast, or (Sp) or (Su) abilities that last as long as the user concentrates or a set amount of time from their activation.

Flawless Aura (Su)

After all their hardships, the solar adept has obtained perfect control over her auras. At level 19, solar adepts may pay double for their auras to double any bonuses provided by the aura, or pay half for the normal effects.

Twilight Blade (Ex)

Level 19 lunar adepts learn the true value of a flawless blade arm. When attacking using a slashing melee weapon, the lunar adept may pay Lunar Energy in multiples of 15 as a Free Action to ignore 1 point of damage resistance when calculating the attack's damage for every 15 points spent.

Eclipse (Su)
Upon reaching level 20, the adept has mastered the usage of their runes and the light. By expending a whopping 100 Solar/Lunar Energy, they create a false eclipse over the surrounding 250 ft. area. In this area, all enemy creatures that attempt to cast a Spell or use a Supernatural/Spell-like ability must make a (Adept's Charisma/Wisdom Modifier(whichever is higher) * 4) Concentration skill check or fail and waste their action. The adept's ranged attacks do not suffer penalties from concealment (except full concealment) or range, and can target anything within this area.

Fortuna
2010-03-18, 04:49 AM
Harshlight Warrior

"Yes, I am a champion of light. That doesn't mean I am nice. I am not one of your stupid heroes of valour, or courage, or piety. I am a master of the opposite and equal, the evil in light."
Loilla Diash-Ra, Harshlight Warrior and ruthless opponent, explaining her philosophy to a paladin moments before killing him.

When one says light, a huge number of connotations spring up in the mind of anyone hearing it. One such connotation is sun, another good, another healing. The harshlight warrior casts all these aside in favor of the destructive aspects of light, and can be a fearsome sight to behold. Ultimately, though, the channelling of such raw power through their own body becomes taxing, and the harshlight warrior usually ends with a trade-off between their own vitality and victory.

Abilities: Strength and Dexterity are important to the harshlight warrior, like any melee class. Constitution is particularly important, however, because the number of hit points that the harshlight warrior has is crucial to the degree to which they can use their class abilities.

Role: A harshlight warrior is competent at range, but they have much less flexibility from their maneuvers than while in melee. Nevertheless, a harshlight warrior can be competent in either melee or ranged combat at a moment's notice.

Background: Harshlight warriors are usually those that have had poor dealings with the warriors of conventional light, and often suffer from severe mental scarring. The process is simply one of learning, since the power inherent in the soul is enough to fuel their abilities.

Organization: Harshlight warriors are found anywhere, from mercenary organizations to crazed fiend-cults. Groups of harshlight warriors tend to step on each others' toes, simply because of their area effects. When they try, though, a team of harshlight warriors can devastate armies.

Alignment: Although harshlight warriors can be of any alignment, they tend heavily towards neutral and evil. The destructive philosophy of the harshlight does not lend itself to most goodness.

Races: Any race may be a harshlight warrior, but those that are given to secrecy and trickery (such as drow or gnomes) tend to avoid it.

Religion: A harshlight warrior may follow any of a number of gods, but they tend to disdain gods of 'traditional' light and gods of darkness equally, mostly because they consider them unimaginative. Harshlight warriors do tend to be cynical, though, and so worship among them is slightly less prevalent than elsewhere.

Other Classes: Paladins and other 'champions of light' are treated with disgust by harshlight warriors, but so are those classes that rely on the shadows for concealment or effectiveness. They get on well with sorcerers of the 'flash, bang' variety, and passably well with martial characters other than those mentioned above.

Adaptation: Although harshlight warriors need not be limited in where they can be found, they can vary widely in how common they are, and whether they are accepted or not. They could be one in a million, freakish aberrations loathed by society in general. Or they could be on every street corner, accepted as part of daily life. Naturally, if you're integrating them into an existing campaign, you'll want the first one. It's also worth noting that the mechanics of this class could be interpreted as being fire-based instead of light-based if that idea took your fancy.

Hit Die: d10.

Starting Gold: 6d4 x10 gp.


Class Features

Class Skills: The Harshlight Warrior's class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex)

Skill Points at First Level: (4 + Intelligence modifier) x4
Skill Points at Each Additional Level: 4 + Intelligence modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features|Harshlight Aura Damage

1st|
+1|
+2|
+0|
+2|Harshlight Aura, Harshlight Strike, Harshlight Fury|1d4

2nd|
+2|
+3|
+0|
+3|Harshlight Blast|1d4

3rd|
+3|
+3|
+1|
+3||1d6

4th|
+4|
+4|
+1|
+4|Harshlight Burn|1d6

5th|
+5|
+4|
+1|
+4||2d6

6th|
+6/+1|
+5|
+2|
+5|Dazzling Aura|2d6

7th|
+7/+2|
+5|
+2|
+5||3d6

8th|
+8/+3|
+6|
+2|
+6|Scarring Blast|3d6

9th|
+9/+4|
+6|
+3|
+6||4d6

10th|
+10/+5|
+7|
+3|
+7|Harshlight Flare|4d6

11th|
+11/+6/+1|
+7|
+3|
+7||5d6

12th|
+12/+7/+2|
+8|
+4|
+8|Destructive Aura|5d6

13th|
+13/+8/+3|
+8|
+4|
+8||6d6

14th|
+14/+9/+4|
+9|
+4|
+9|Radiant Blast|6d6

15th|
+15/+10/+5|
+9|
+5|
+9||7d6

16th|
+16/+11/+6/+1|
+10|
+5|
+10|Harshlight Blaze|7d6

17th|
+17/+12/+7/+2|
+10|
+5|
+10||8d6

18th|
+18/+13/+8/+3|
+11|
+6|
+11|Blinding Aura|8d6

19th|
+19/+14/+9/+4|
+11|
+6|
+11||9d6

20th|
+20/+15/+10/+5|
+12|
+6|
+12|Harshlight Terror|9d6[/table]

Martial Maneuvers
{table=head]Level|Maneuvers Known|Maneuvers Readied|Stances Known

1|3|3|1

2|4|3|1

3|5|3|1

4|5|4|2

5|6|4|2

6|6|4|2

7|7|4|2

8|7|4|2

9|8|4|2

10|8|5|3

11|9|5|3

12|9|5|3

13|10|5|3

14|10|5|3

15|11|6|3

16|11|6|4

17|12|6|4

18|12|6|4

19|13|6|4

20|13|7|4[/table]

Weapon and Armor Proficiencies: A harshlight warrior is proficient with all simple and martial weapons and with light and medium armor.

Maneuvers: A 1st-level harshlight warrior has knowledge of three martial maneuvers. Harshlight warriors have access to the Iron Heart, Tiger Claw and Desert Wind disciplines.

In order to use a maneuver, you must first ready it. Your maneuvers are extraordinary abilities unless otherwise stated. Your maneuvers are not affected by spell resistance, and initiating a maneuver does not provoke attacks of opportunity.

You learn additional maneuvers as you gain more levels. You must meet a maneuver’s prerequisites to learn it. At 4th level, and each subsequent even level, you can exchange one of your maneuvers known for another maneuver of any level you are capable of initiating.

You can ready your maneuvers by exercising or meditating for 5 minutes. The maneuvers you choose remain readied until you choose to ready new maneuvers. You begin an encounter with all your readied maneuvers unexpended, but once you initiate it, it is expended. You can refresh all of your expended maneuvers by making a single melee attack while your harshlight aura is inactive.

Stances:A 1st-level harshlight warrior knows one stance of any discipline available to him. At 4th, 10th, and 16th levels, you learn an additional stance. Stances do not have to be readied, and are never expended. You can enter a stance or change stances as a swift action. Stances are extraordinary abilities unless otherwise noted.

Harshlight Aura (Su): A harshlight warrior radiates destructive energy, and all nearby feel its bite. As a free action once per round, the harshlight warrior may activate or deactivate a harshlight aura which radiates out to 30 feet. All within this area must make a Fortitude save (DC 10+1/2 Harshlight Warrior level+Constitution modifier) or suffer the listed damage each round. The harshlight warrior takes a number of points of nonlethal damage each round equal to the number of dice of damage dealt to enemies as long as this ability is active. Should the harshlight warrior somehow become immune to nonlethal damage, this damage is instead lethal.

Harshlight Strike (Su): A harshlight warrior may channel their destructive energy through their attacks. As long as their harshlight aura is active, the harshlight warrior deals additional damage on every attack equal to 1/2 their class level.

Harshlight Fury (Ex): A harshlight warrior's power is focused through their fury. Whenever a harshlight warrior takes damage, they gain one fury point. As long as their harshlight aura is active, they gain one fury point every round. Whenever they use their harshlight blast, they gain one fury point. Whenever they use a martial maneuver, they lose one fury point. Whenever they are in a martial stance, they lose one fury point every round. Harshlight warrior class abilities require a certain number of fury points to use them. If a harshlight warrior's fury points exceed their class level, they take a -2 penalty to armor class. If their fury points exceed twice their class level, they suffer all ill effects of a barbarian rage. If their fury points exceed thrice their class level, the harshlight warrior becomes incapable of reasoning and the fury begins to overwhelm them, forcing them to continue attacking moving beings until they make a Will save of DC 10+1/2 their harshlight warrior level+their Constitution modifier. Once they make this save their fury points reset to half the harshlight warrior level. A harshlight warrior begins every combat with half their class level (rounded down) in fury points.

Harshlight Blast (Su): A harshlight warrior's energy may be concentrated into a flare of energy that wracks their opponents continually. The harshlight warrior's harshlight aura must be active to use this ability. The harshlight warrior targets one enemy within 60 feet. That target must make a Fortitude save (DC 10+1/2 Harshlight Warrior level+Constitution modifier) or suffer the harshlight warrior's full harshlight aura damage. They must continue making this save every round thereafter until they succeed, taking 1/2 the full damage for every failure beyond the first. This ability requires 2 fury points to use.

Harshlight Burn (Su): A harshlight warrior may sacrifice their body to enhance the power of their soul. A harshlight warrior of fourth level or above whose harshlight aura is active may, as a free action once per round, take a number of hit points of untyped damage up to their Constitution modifier or their class level, whichever is greater. They deal additional damage equal to this amount on all attacks (including Harshlight Blast) until the start of their next turn, and the save DC for any of their abilities granted by this class also increases by this amount. This ability also grants one fury point.

Harshlight Tactics: A harshlight warrior can apply their more mundane training to their harslight blasts. The harshlight warrior may initiate any martial maneuver that they have readied whose level does not exceed (half their class level)-1 using their harshlight blast instead of a weapon attack. Used this way, the harshlight blast is more finesse than power, and does not force further saving throws beyond the first round.

Dazzling Aura (Su): The power of a harshlight warrior need not be channeled through their blade. A harshlight warrior of sixth level or above causes all creatures that fail their saving throws against their harshlight aura to also become dazzled for one round. This ability requires that the harshlight warrior have 6 or more fury points.

Scarring Blast (Su): A harshlight warrior's fury strikes deep, and scars for life. Whenever an enemy fails their save against the harshlight warrior's harshlight blast two rounds in a row, they take 1d4 points of Constitution damage. If they fail three times in a row, then they take an additional 2d4 points of Constitution damage, etc. This ability requires that the harshlight warrior have eight or more fury points.

Harshlight Flare (Su): More power may be drawn through the body by experienced harshlight warriors, but this becomes a dangerous game if overplayed. A harshlight warrior of tenth level or above may take up to half again the number of hit points previously allowed by his harshlight burn. He may also take a point of Strength or Dexterity damage each time that he uses harshlight burn to increase the benefit as if he had spent an additional 5 hit points. This ability also grants an additional fury point every time it is used.

Destructive Aura (Su): A harshlight warrior reaches out with tendrils of energy and destroys his opponents even at a distance. Any opponent who fails their save against the harshlight aura of a harshlight warrior of level 12 or higher takes 1 point of Constitution damage. This ability also requires at least 12 fury points to use.

Radiant Blast (Su): Light is rarely contented with being contained in one vessel, and yearns to break free. Any creature that fails their save against the harshlight blast of a harshlight warrior of 14th level or higher begins to emit an aura of destructive energy themselves, causing all creatures adjacent to them to suffer the same amount of damage that they suffer from the blast each round. This ability requires at least 14 fury points.

Harshlight Blaze (Su): There is always one last drop of energy to be squeezed out, even when you think there is no more. A harshlight warrior of sixteenth level or higher may, when using harshlight burn, gain one-half the benefits from it the round after it would normally end. This does not stack with later uses of harshlight blaze. This ability requires 16 fury points.

Blinding Aura (Su): A harshlight warrior's fierce corona of power obscures vision and makes sight nigh-impossible by the simple method of burning out retinas. Any creature that fails its save against the harshlight aura of a harshlight warrior that has achieved eighteenth level in this class is also blinded for 1 round. This ability requires 18 fury points.

Harshlight Terror (Su): A harshlight warrior learns to go down in a blaze, not of glory, but of destruction. A harshlight warrior that has achieved 20th level may use all damage inflicted on them by enemies in a round as if they had voluntarily taken it for harshlight blaze. This includes all ability damage, drain and burn, which is treated as being five hit points for one ability point.

Cogwheel
2010-03-19, 01:07 AM
Edgewalker

Balance in all things

There is, amongst the many and varied planes in the cosmos, a palace of reflections. An endless corridor of mirrors, ever-changing light and shadow. The realm of mirrors is, at first glance, a place of constant change and chaos shown in the light. Yet each light, in the end, casts an equal shadow, though few notice this equilibrium. This plane is, despite its lack of visitors, quite easily entered. Every large reflective surface in each material plane – a mirror or lake would suffice, for example, while a puddle would not – becomes, at a time depending on the individual mirror, a gate. Any who pass through its surface will emerge in the plane of mirrors. This, of course, means that quite a large number of unsuspecting creatures find their way into the plane.

Unfortunately, the plane of mirrors is a rather confusing location, especially with the plane's habit of mirroring oneself or, on occasion, one's thoughts. This is further complicated by two matters. The first is the issue of exiting – once on the plane, every mirror (though in this case, it is limited to vertical mirrors, which are still plentiful) acts as a constant gateway to varying locations on other planes. Unlike entrances, this is not restricted to material planes, and can lead almost anywhere. Native creatures aside, only one type of being can reliably guess a given mirror's destination.

And that leads to the second issue. To distill it into one word: Faeries. Fey of all kinds frequent the plane of mirrors, often to hunt the strange creatures that dwell in it, to use it as a convenient path of travel, or to search in it for lost mortals. This is the reason for the existence of a large number of edgewalkers.

An edgewalker is one with power over light, shadow and reflection. Not one or two over the others, but each in balance. This power, whether they are aware of it or not, stems from being touched by the mirror plane. This can happen in a variety of different ways: Quite literally being touched by one of the reflection-beasts of the plane may be enough, or even living near a large quantity of mirrors for years on end. A “blessing” or an abduction by one of the fae courts will have a similar effect, doubly so as these individuals are often raised in the mirror plane. Staying in the plane for too long similarly has such an effect: In any case, this “touch” is often an invisible effect at first. As the edgewalker practices their art, its hold on them grows stronger, until they appear entirely different from what they once were. Whether one views this as a blessing or a taint is largely a matter of opinion.

Abilities: This is, to an extent, a matter of the Edgewalker's style. Constitution is always useful for survival, as is charisma for their various class features. Whether strength or dexterity is a higher priority largely depends on how they fight.

Role: Edgewalkers serve a supplemental combat role of sorts. While not the best fighters, they make up for this with a large repertoire of abilities to strengthen themselves and allies, blast and weaken opponents, as well as a few miscellaneous abilities. Together, this compensates for whatever they lack in brute strength. In the end, their role is an odd mix of melee, blasting and support. Outside of combat, an Edgewalker's skills, charisma and minor illusion skills give them some power as the party face.

Background: As stated above, the capability to become an Edgewalker is imparted often, but not always, for reasons beyond the Edgewalker's control. This often comes hand in hand with a compulsion to follow this particular path, whatever one may actually think of doing such a thing. Edgewalkers often gain their capabilities either from birth, or in the course of some accident during their lives. Either way, the compulsion associated with their potential abilities means that, to put it simply, most become Edgewalkers because the option is there. A few, on the other hand, willingly seek out the plane of mirrors for this power, but they are rare.

Organization: While Edgewalkers within an organization not necessarily exclusive to them may band together, they by themselves have no formal groups, though in general, an Edgewalker can recognize another of their kind with even more ease than the average person. While they do generally feel a common bond of sorts, they will not hesitate to harm each other should it prove necessary (or useful).

Alignment: Edgewalkers have no particular requirements in terms of alignment. However, the nature of their craft means that almost all fall into some shade of neutrality. Those raised by faeries, unsurprisingly, lean towards chaotic alignments.

Races: The potential to manipulate light and shadow is a gift that does not discriminate. Unfortunately, not all who gain this gift are capable of harnessing it to its full potential. Still, with some adjustment in style, almost any race is capable of taking up the mantle. An orc Edgewalker, for instance, may focus more on martial prowess than any of the more supernatural abilities they possess.

Religion: Edgewalkers in general do not tend towards any god in particular. They do, however, avoid gods of light or shadow, such as Pelor, almost without exception. This, as they frequently explain to many a confused layman, is because the source of their power lies not in one or the other, but in balance – a balance which they respect, even if it were not the source of their magic. To favour one over the other would tip the scales too far.

Other Classes: Edgewalkers are, in general, indifferent to those of other professions, with a few exceptions. They recognize and appreciate the respect for balance that druids possess, even if it is pointed in an entirely different direction. Likewise, sorcerers and martial classes (with the exception, possibly, of barbarians) are often well-received. The same is not true for clerics, paladins and the like – their fanatical devotion to the dominance of one ideal over the other, as well as the tendency of the latter to assume that any practitioner of shadow magic is inherently evil, does not put them in a good light.

Adaptation: Light, shadow and reflection are common enough themes to be easily adapted into any setting. A similar point-based systems, albeit with new abilities, could be adapted to a different set of opposing pairs, like heat and cold. Finally, if the DM or player prefers to omit the plane of mirrors, that can easily be accomplished – an Edgewalker could, for example, just be a martial sorcerer with a focus on some types of magic above others.

Hit Die: d8

Starting Gold: As sorcerers


Class Features

Class Skills: The Edgewalker's class skills (and the key ability for each skill) are: Balance (Dex), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (The Planes) (Int), Move Silently (Dex), Profession (Wis), Spot (Wis), Tumble (Dex)

Skill Points at First Level: (4+int modifier)x4
Skill Points at Each Additional Level: 4+int modifier

{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|Pool, Scalding Beam, Shadow the Mind

2nd|
+1|
+0|
+0|
+3|Mirror Bastion, Darkvision

3rd|
+2|
+1|
+1|
+3|Blinding Beam

4th|
+3|
+1|
+1|
+4|Umbrasynthesis

5th|
+3|
+1|
+1|
+4|Reflective Shield

6th|
+4|
+2|
+2|
+5|Master of Day and Night, Piercing Eyes

7th|
+5|
+2|
+2|
+5|Soothing Reflection

8th|
+6/+1|
+2|
+2|
+6|Unrelenting Sun

9th|
+6/+1|
+3|
+3|
+6|Servant of the Night

10th|
+7/+2|
+3|
+3|
+7|Aura of Twilight

11th|
+8/+3|
+3|
+3|
+7|Obscure The Mind

12th|
+9/+4|
+4|
+4|
+8|Abjuring Light

13th|
+9/+4|
+4|
+4|
+8|A Better Truth

14th|
+10/+5|
+4|
+4|
+9|Immaculate Reflection

15th|
+11/+6/+1|
+5|
+5|
+9|Eclipse Shroud

16th|
+12/+7/+2|
+5|
+5|
+10|Maddening Truth

17th|
+12/+7/+2|
+5|
+5|
+10|Hungering Night

18th|
+13/+8/+3|
+6|
+6|
+11| All-seeing Eyes, Fade from Reality

19th|
+14/+9/+4|
+6|
+6|
+11|Unfettered Sun

20th|
+15/+10/+5|
+6|
+6|
+12|Balance in All Things[/table]

Weapon and Armor Proficiencies: Edgewalkers are proficient with simple and martial weapons, light and medium armour, and shields. While heavy armour does not impede their abilities in any way, they are not proficient in it to begin with.

Pool (Ex): An Edgewalker's power is drawn from balance. Every Edgewalker has two pools of points: one of shadow, one of light. While their initial abilities add to one or the other at no cost, most of the more powerful weapons in their arsenal will use one pool, and grant a smaller amount of points to another – balance is maintained, but the transition is not perfect, and so some amount of power is lost in the process.

The maximum amount of points each of an Edgewalker's pools can hold is equal to their level+2+charisma modifier. Additionally, while abilities can be used and will subtract from pools outside of combat, they will not add to it. The emotional power derived from the Edgewalker's life being genuinely at immediate risk is required for their power to grow.

Scalding Light (Su): A mainstay of Edgewalkers either running low on power, or simply lacking more powerful weapons, Scalding Light sends out a beam of light that strikes any target within 30 feet as a ranged touch attack, dealing 1d8 damage per two class levels (minimum 1d8). Against light-sensitive creatures, this grows to 2d6 damage. Scalding Light adds one shadow point per four class levels (minimum 1).

Shadow the Mind (Su): A favourite of slightly more subtle Edgewalkers, this minor piece of shadow magic clouds the opponent's mind, attacking their nerves. This has the effect of either immobilizing them for one round, or rendering them shaken for two rounds. Applying the second effect to an already shaken creature will render them frightened. Either way, a will save (DC 10+1/2 class level+cha modifier) will negate the effect. Shadow the Mind adds one light point per four class levels (minimum 1). Should the Edgewalker elect to immobilize the target, the save DC is reduced by 3.

Mirror Bastion (Su): While mirrors can reflect the likeness of almost anything in the world, it is a far easier task for the enterprising Edgewalker to simply twist, warp and deflect a thing until it has lost all meaning. Mirror Bastion adds an Edgewalker's charisma modifier to their AC, up to a maximum of their class level. The benefit is halved if the Edgewalker wears heavy armour.

Darkvision (Ex): For one with the Edgewalker's powers, ordinary darkness seldom poses any problem at all. From second level and on, the Edgewalker has darkvision out to 60 feet.

Blinding Beam (Su): Many are convinced that light is a guiding, revealing force in the world, almost synonymous with truth itself. Anyone who genuinely believes this has clearly never looked into the sun. Blinding Beam deals 1d6 damage per class level, to a maximum of 10d6, as a ranged touch attack with a range of 30 feet. If the victim fails a reflex save (DC 10+1/2 class level+cha modifier), they are blinded for a number of rounds equal to the Edgewalker's charisma modifier. Blinding Beam uses three light points, and returns one shadow point.

Umbrasynthesis (Su): Shadows can, in the hands of a skilled practitioner, be molded into whatever shape is required of them, shifting to fill gaps and dress wounds. Whenever an Edgewalker of 4th level or higher is in a shadow, they may, as a move action, spend as many shadow points as they wish to heal themselves: This heals four hit points per shadow point. They gain an amount of light points equal to the shadow points spent-2. Additionally, an Edgewalker with this ability need not eat or drink.

Reflective Shield (Su): The Edgewalker's expertise does not extend merely to dispensing pain – in time, they gain the ability to shield themselves from it as well. Once per encounter, an Edgewalker of 5th level or higher may, as an immediate action, conjure a shield of shimmering reflective plates out of thin air to reflect a single attack back at its attacker. This reduces the damage by half and, if the attacker fails a reflex save (DC 10+1/2 class level+cha modifier), deals damage equal to the amount prevented to them.

Master of Day and Night (Su): As their power increases, making use of some of the simpler powers over light and shadow becomes almost second nature to the Edgewalker. Starting at 6th level, they may use Darkness and Daylight as spell-like abilities a number of times equal to their charisma modifier per day, with a caster level equal to their class level. Upon gaining this ability, the air around the Edgewalker constantly flickers, shifting between light and dark, though never for more than a fraction of a second.

Piercing Eyes (Ex): As time passes, no darkness, either before or within the Edgewalker's eyes, pose any obstacle to their sight. An Edgewalker of 6th level or higher can ignore magical darkness, and gains immunity to blindness.

Soothing Reflection (Ex): The reflective shield, with practice, may be used to turn away healing as much as harm. From 7th level on, an Edgewalker may reflect healing directed at them to any other target within 60 feet instead, on a 2-for-3 basis if the healing comes from themselves, or a 1-for-1 basis if the healing is from an external source (potions, for instance, are external, while Umbrasynthesis is not).

Unrelenting Sun (Su): The sun is often a gentle, life-giving force. Many forget that at times, it can also be utterly merciless. With nothing more than a command, an Edgewalker of 8th level or higher can call a blast of scorching, blinding sunlight into existence, dealing 1d6/class level damage to all within 30 feet of them (max 15d6), excluding themselves and up to two other targets. Victims are entitled to a reflex save for half damage. Those who fail their save are also dazzled for five rounds. Unrelenting Sun consumes six light points and returns five shadow points.

Servant of the Night (Su): Darkness, more than light, lends itself to shaping and animation. There comes a point where the skilled Edgewalker may twist a shadow into a semblance of temporary life. From 9th level on, an Edgewalker may expend a number of shadow points up to their class level, creating a shadow with a number of HD equal to the amount of points expended -2, and gaining a number of light points equal to its HD. The shadow is utterly loyal and persists for a number of rounds equal to twice the Edgewalker's class level. The Edgewalker may create more than one shadow at a time, but all except the one with the least HD will break free of their control.

Aura of Twilight (Su): Not all powers over light and darkness are destructive, of course. A good few, such as this, are helpful, if selectively so. Whenever this aura is active – it may be activated as a swift action and deactivated as a free action – the Edgewalker may choose either a light or shadow effect. Switching from one to another is, again, a swift action. A shadow aura surrounds the Edgewalker and their allies in shadowy plates of armour that do not impede their movement, giving them an armour bonus that stacks with any actual armour. A light aura instead highlights the weak spots of their enemies, granting an insight bonus to attack and damage rolls. Either affects the Edgewalker and all allies within 60 feet, with a bonus equal to their class level divided by 4.

Upon gaining this ability, most Edgewalkers gain golden eyes and translucent black hair.

Obscure the Mind (Su): Building on one of their elementary powers, an Edgewalker of 11th level or higher may swathe an area in a mental fog of sorts, clouding the minds of all within 90 feet of themselves, as if affecting them with a confusion spell (DC 10+1/2 class level+cha modifier). This lasts for 8 rounds, consumes six shadow points and returns four light points.

Abjuring Light (Su): Light often symbolizes purification. Whether this is true or not remains to be seen, but it can be used quite effectively to purge an area of magic, regardless of its actual “purity”. An Edgewalker of 12th level or higher can bathe an area in silvery light, mimicking a dispel magic effect within a 30 foot area (60 foot range). Additionally, any who fail a fortitude save (DC 10+1/2 class level+cha modifier) are stunned for two rounds and blinded for a further five rounds. Finally, any who are caught in the area cannot turn invisible or hide for the next 20 rounds. Abjuring Light costs seven light points and grants five shadow points.

A Better Truth (Su): Shadows conceal, obscure and warp the truth, but this can be a pleasant deception at times. From 13th level and on, an Edgewalker may use this ability to craft a Veil-like effect, with one major difference. While the Edgewalker may control the general gist of what the victims see, for the most part, the target sees precisely what it wishes to see. A more pleasant version, typically speaking, of what is actually occurring, though always related. Because the victims will often want to believe what they see, they save at a -2 penalty. The illusion lasts for two minutes/class level, costs 10 shadow points and grants 8 light points.

Immaculate Reflection (Su): Mirrors imitate life – they reflect what is shown to them. In effect, what one sees in a mirror is similar to the original, yet at once a complete opposite. A skilled Edgewalker may, as the pinnacle of their mirror-magic, take this principle to its logical conclusion. Once per day, the Edgewalker may create a creature that is a complete replica of any single creature. This requires that they make a touch attack against it, followed by the target failing a will save (15+1/2 class level+cha modifier). The resulting creature is not under the Edgewalker's command as such, though it may take some suggestions given to it. Its actions are instead driven simply by hatred for the creature it was created from, which it believes to be an impostor.

The reflection cannot be made to cease its attack upon its nemesis and their companions (if any) by any means short of divine intervention, and shatters into a thousand pieces of glass after a number of rounds equal to the Edgewalker's class level. While an ally may be reflected in such a manner, given that they would then be attacked mercilessly, this is an unwise course of action at best.

Upon gaining this ability, the Edgewalker's skin takes on a reflective, glassy quality in appearance, growing rather cold.

Eclipse Shroud (Su): At 15th level, the Edgewalker achieves a curious dichotomy. By radiating light from around themselves into the area about them, they fill a 60 foot spread centered on themselves with bright light. Their immediate surroundings, however, are totally devoid of light, granting them total concealment. The Edgewalker may enable or disable this aura as a swift action, and has good reason to do so – after all, near-invisible though they may be, their glowing aura is far from conductive to stealth.

Maddening Truth (Su): Just as shadows can obscure the truth with kindly lies, light will bring forth all that one never wished to know. An Edgewalker of 16th level or higher may blast a victim's mind with absolute truth and enlightenment, so that for a fleeting moment, they know everything, with a particular focus on knowledge that would cause harm to them. The victim is entitled to a will save (DC 10+1/2 class level+cha modifier). Should they fail this save, they will enter a brief fit of insanity and attempt to kill (or destroy, as applicable) themselves for the next five rounds, even going so far as to harm any who attempt to stop them. Anything the subject learns from this effect vanishes in an instant – knowledge is fleeting, while the damage it causes remains. Maddening Truth consumes 14 light points and returns 12 shadow points.

Hungering Night (Su): Many associate defense (and, by extension, the defensive properties of shadows in an Edgewalker's hands) with pacifism. While often true, this need not be the case, as one of the Edgewalker's higher shadow constructions can illustrate. From 17th level on, an Edgewalker can conjure the Hungering Night. This acts as a wall of force that cannot be seen through by the Edgewalker's enemies. Additionally, shadowy blades scythe out of it constantly, seeking victims. Any enemies who venture within 40 feet of it must make a reflex save every round (DC 10+1/2 class level+cha modifier) or take 4d6 slashing damage that bypasses all DR. A successful save lowers the damage to 2d6. Hungering Night consumes 14 shadow points and returns 12 light points.


All-Seeing Eyes (Su): As they near the pinnacle of their craft, almost nothing poses a barrier to the Edgewalker's eyes. They gain True Seeing as a permanent effect. They may deactivate this ability as a free action if they wish to for whatever reason.

Fade from Reality (Su): As the Edgewalker completes their mastery over shadows, a crucial fact reveals itself to them. As illusions become reality with the help of their victims' minds, so too can reality become nothing more than a half-dream. At 18th level, an Edgewalker may, for three rounds, become an illusion themselves – real enough to interact with the world without allowing it to affect them in turn. The Edgewalker cannot take any damage or (for better or worse) be target with any ability, spell or the like, but their actions are in no way impeded. When Fade From Reality is used, the Edgewalker may not use it again for three minutes, or 30 rounds. Fade From Reality costs 18 shadow points to use, and grants 16 light points in return.

Unfettered Sun (Su): As shadows reveal their closely guarded secret, so too does light. Its secret lies in utilizing light in its purest form – unchanged, untouched. Tampering with light, altering its form and function, does nothing save for diluting its power. From 19th level and on, an Edgewalker may open an incredibly short-lived portal to the nearest sun, allowing its beams to pour through in a destructive ray. The more power they expend, the longer the portal remains open for, thus allowing for greater power. Furthermore, the Edgewalker can at this point twist the laws of nature yet further – light and positive energy are, should it be convenient for them, one and the same. In other words, allies caught within the blast will, instead of taking damage, be healed for half the amount.

The damage dealt depends on the amount of points expended (Unfettered Sun, however, consumes all light points the Edgewalker has available). Should one to ten points be spent, each point adds 1d6 damage. Points 11 through 20 add 2d6 damage, while any additional points beyond 20 add 3d6. A reflex save (DC 10+1/2 class level+cha modifier) halves the damage. The energy wastage from this ability is vast, however, and the Edgewalker only gains a number of shadow points equal to half the light points they spent.

Balance in All Things (Su): Despite the strength to be found in each individual force – light and shadow – in the end, the Edgewalker is a creature of balance. The pinnacle of their craft is found in harmony between the two forces that they command.

At 20th level, an Edgewalker may use Balance In All Things to suck light out of their vicinity, and instead bombard their enemies with it. Any life force removed from their victims in the course of this is transferred to the Edgewalker and their allies: A simple redistribution, in other words.

The Edgewalker may select a 30 foot spread anywhere within 100 feet. The area is blasted with light, dealing 15d6 damage to all caught within it, as well as dazzling them. A successful reflex save ( DC 10+1/2 class level+cha modifier) halves the damage and negates the dazzling effect. Either way, the victims suffer a -3 penalty to AC. Additionally, any number of allies within 50 feet of the Edgewalker gain total concealment, and the sum of the damage dealt may be distributed as healing among them as the Edgewalker sees fit (Healing Reflection cannot be used in conjunction with this). The concealment, dazzling and AC penalty all last for five rounds. Balance In All Things consumes 15 light and shadow points.



Note: All light created by Edgewalker class features count as natural daylight for all purposes. Light they create, as well as shadows, can be of any colour they wish.

Zom B
2010-03-19, 02:52 AM
TORCHBEARER

"In the darkness, all things become stumbling blocks; in the end, it becomes impossible to tell friend from foe. For that matter, when living in the darkness, there is hardly a difference between the two."
-Feris, Lightkeeper of the Torchbearers

The Torchbearers are an ancient religious order dedicated to the removal of deception and evil from the world. Although membership in the Order of Torchbearers is not limited to members of the Torchbearer class, the reverse is not true: members of the Torchbearer class are, by default, members of the Order.

Newer initiates of the class are charged with hiring themselves out to established adventuring parties to perform the traditional torchbearer role. The novice is allowed the luxury of learning of the evils of the world while remaining in the relative safety of an experienced group. It is necessary, the Order maintains, to witness the scope and range of the evil that exists in the world so that the desire to see it eliminated can blossom into proper devotion to the Light.

Torchbearers must swear to and follow five tenets. Failure means that the Torchbearer must atone merely through prayer and perform a task for the Order. A Torchbearer who ceases to be good, willfully commits an evil act, or grossly violates the tenets must correct the violation and be the recipient of an atonement spell, and loses all Torchbearer spells and abilities (but not weapon, armor, or shield proficiencies) until such atonement is made.

The Creed of Truth

In the Light, there is truth. You shall not lie.
In the Light, there is no fear. You shall not act in cowardice nor intimidate others.
In the Light, there is comfort. You shall welcome all who seek mercy or refuge.
In the Light, there is no hiding. You shall not deceive by appearance or hide your countenance.
In the Light, there is peace. You shall not act in anger.

Abilities: Charisma is important to a torchbearer, as it dictates the strength of their auras and the effectiveness of their spells. Because they are so often in the thick of things, a good Constitution score serves a torchbearer well.

Role: The torchbearer works equally effective as a front-line warrior or defender as they do the party's primary source of healing magic. Because of their creed that prohibits cowardice, many torchbearers are most comfortable in the thick of danger, but such a measure is not truly necessary, as confronting the challenge at all is a measure of bravery.

Background: Torchbearers are promoted from the youth of local churches, usually of those dedicated to a god of the Sun, a process the church welcomes as it grants them representation in the Order, which has begotten many esteemed dignitaries over the years.

Despite the promotion efforts, few can endure the testing it takes to become a torchbearer and are willing to accept a Creed that many view as a chafing leash. However, it is because of this difficulty that the torchbearer is seen as a force with which to reckon, and as a trusted diplomat because of their restriction against lying.

Organization: The Order of Torchbearers is, by far, the largest organization to which torchbearers belong. However, while some go on to other organizations or even solitary endeavors (such as serving in public office), the Order keeps them on their role while not actively utilizing them for tasks, a set-up that keeps all parties happy.

Alignment: Any good. Torchbearers range from the fanatic to the reserved, but a torchbearer must remain focused on their morals.

Races: Any race is welcome to join the ranks of the torchbearers, although humans number the most among them, alongside many halflings, whose strong sense of community suits their inclusion in an organization such as the Order, and alongside a large number of dwarves, whose culture particularly respects the role of religion and the defender psyche.

Religion: It is no surprise that torchbearers primarily revere Pelor, excepting for the occasional member who worships a god of Sun or Light that is local to their homeland.

Other Classes: Barbarians and bards see the torchbearer as a person fighting the good fight with simply too many restrictions, while paladins and clerics hold the torchbearer with respect and high regard. Rogues tend to dislike the torchbearer, as their views and methods are exactly counterpoint and, most times, counteractive to the rogue's. Members of other classes are largely indifferent to the torchbearer, having admiration or aversion as appropriate based on personal reaction to the individual torchbearer.

Adaptation: The torchbearer is easy to adapt to most campaign settings that contain a deity or ideal of Light, Truth, or the Sun. Removing or adjusting the tenets and modifying the spell list can make for a holy bounty hunter, able to pierce through illusions as they seek out enemies of the church. The torchbearer, with some modifications of weaponry, could even be an alternate version of paladin to plant into a campaign setting.

Hit Die: d8

Starting Gold: As cleric.


Class Features

Class Skills: The Torchbearer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (dungeoneering) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Spellcraft (Int).

Skill Points at First Level: 4 + Int modifier (x4)
Skill Points at Each Additional Level: 4 + Int modifier

Table: The Torchbearer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+2|
+0|
+2|Aura of Light, Illuminator's Torch|5|3|-|-|-|-|-|-|-|-
2nd|
+1|
+3|
+0|
+3||6|4|-|-|-|-|-|-|-|-
3rd|
+2|
+3|
+1|
+3|Contend the Shadow 1/day|6|5|-|-|-|-|-|-|-|-
4th|
+3|
+4|
+1|
+4|Scion of the Light|6|6|3|-|-|-|-|-|-|-
5th|
+3|
+4|
+1|
+4|Aura of Revelation|6|6|4|-|-|-|-|-|-|-
6th|
+4|
+5|
+2|
+5|Burn away the Mist 1/day, Illuminator's Torch (Flaming)|6|6|5|3|-|-|-|-|-|-
7th|
+5|
+5|
+2|
+5|Light of Conviction|6|6|6|4|-|-|-|-|-|-
8th|
+6/+1|
+6|
+2|
+6|Aura of Truth, Contend the Shadow 2/day|6|6|6|5|3|-|-|-|-|-
9th|
+6/+1|
+6|
+3|
+6|Illuminator's Torch (Flaming Burst)|6|6|6|6|4|-|-|-|-|-
10th|
+7/+2|
+7|
+3|
+7|Aura of Peace|6|6|6|6|5|3|-|-|-|-
11th|
+8/+3|
+7|
+3|
+7||6|6|6|6|6|4|-|-|-|-
12th|
+9/+4|
+8|
+4|
+8|Burn away the Mist 2/day|6|6|6|6|6|5|3|-|-|-
13th|
+9/+4|
+8|
+4|
+8|Contend the Shadow 3/day|6|6|6|6|6|6|4|-|-|-
14th|
+10/+5|
+9|
+4|
+9||6|6|6|6|6|6|5|3|-|-
15th|
+11/+6/+1|
+9|
+5|
+9|Illuminator's Torch (Holy)|6|6|6|6|6|6|6|4|-|-
16th|
+12/+7/+2|
+10|
+5|
+10||6|6|6|6|6|6|6|5|3|-
17th|
+12/+7/+2|
+10|
+5|
+10||6|6|6|6|6|6|6|6|4|-
18th|
+13/+8/+3|
+11|
+6|
+11|Burn away the Mist 3/day, Contend the Shadow 4/day|6|6|6|6|6|6|6|6|5|3
19th|
+14/+9/+4|
+11|
+6|
+11|Aura of Unmasking|6|6|6|6|6|6|6|6|6|4
20th|
+15/+10/+5|
+12|
+6|
+12||6|6|6|6|6|6|6|6|6|5
[/table]

Weapon and Armor Proficiencies: The torchbearer is proficient with all simple weapons and with all armors and shields (except tower shields).

Spellcasting: A torchbearer casts divine spells which are drawn from the torchbearer spell list. He can cast any spell on the list without preparing it ahead of time, the way a wizard or a cleric must (see below).

To cast a spell, a torchbearer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a torchbearer’s spell is 10 + the spell level + the torchbearer’s Charisma modifier.

Like other spellcasters, a torchbearer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Torchbearer. In addition, he receives bonus spells per day if he has a high Charisma score.

Unlike a wizard or a cleric, a torchbearer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Torchbearer Spell List
{table=head]Spell Lvl|Spells
0|Create Torch*, Cure Minor Wounds, Dancing Lights, Detect Magic, Ignite*, Flare, Guidance, Light, Virtue
1|Bless, Comprehend Languages, Cure Light Wounds, Detect Evil, Detect Undead, Divine Favor, Endure Elements, Faerie Fire, Lantern LightBoED, Lesser VigorSC, Nimbus of LightSC, Produce Flame, Protection from Evil, Remove Fear, Shield of Faith
2|Aid, Align Weapon (any nonevil), Augury, Calm Emotions, Consecrate, Continual Flame, Cure Moderate Wounds, Deific VengeanceSC, Flaming Sphere, Glitterdust, Heat Metal, Hold Person, Lesser Restoration, Resist Energy, See Invisibility, Shield Other, Spiritual Weapon, Status, Zone of Truth
3|Arcane Sight, Blessed SightBoED, Create Food and Water, Cure Serious Wounds, Daylight, Dispel Magic, Heroism, Invisibility Purge, Lesser Visage of the DeitySC, Magic Vestment, Mass Lesser VigorSC, Prayer, Protection from Energy, Quench, RefreshmentBoED, Remove Blindness/Deafness, Remove Curse, Searing Light, Tongues, VigorSC
4|Arcane Eye, Celestial BrillianceBoED, Cure Critical Wounds, Death Ward, Discern Lies, Dismissal, Divination, Divine Power, Fire Shield, Flame Strike, Greater Magic Weapon, Restoration
5|Atonement, Break Enchantment, Dispel Evil, Disrupting Weapon, Greater VigorSC, Hallow, Mass Cure Light Wounds, Photoform*, Plane Shift, Prying Eyes, Raise Dead, True Seeing
6|Anger of the Noonday SunSC, Banishment, Greater Dispel Magic, Greater Heroism, Heal, Mass Cure Moderate Wounds, Vigorous CircleSC, Visage of the DeitySC
7|Greater Arcane Sight, Greater Restoration, Holy Word, Mass Cure Serious Wounds, Rejuvenating LightSC, Resurrection, Spell Turning, Sunbeam
8|Antimagic Field, Discern Location, Fire Storm, Greater Prying Eyes, Holy Aura, Mass Cure Critical Wounds, Sunburst
9|Blinding GloryBoED, Gate, Greater Visage of the DeitySC, Mass Heal, Miracle, True Resurrection[/table]
* New spell (see below)

Aura of Light (Su): The torchbearer sheds light as a torch. You may activate, change, or suppress this aura as a move action. You may have only one torchbearer aura active at a given time.

Illuminator's Torch (Su): When wielding a torch, the torchbearer treats it as a club of a size befitting the torchbearer and it is no longer considered an improvised weapon. Likewise, he is considered proficient with the torch for the purpose of feats and abilities. When lit, the torch deals 1 point of fire damage on a successful strike. At 6th level, the fire damage increases to 1d6, as a flaming weapon. At 9th level, the torch, when lit, is treated as a flaming burst weapon instead, dealing an additional 1d10 damage on a critical hit. At 15th level, a torch in the torchbearer's hands is treated as a holy weapon.
A torch carried by the torchbearer burns indefinitely, so long as the torchbearer lights it in the presence of his holy symbol and utters a short prayer as he does so (a full-round action). If the torch leaves his possession, it is extinguished after one round.

Contend the Shadow (Su): At 3rd level, the torchbearer's torchlight begins to take on a supernatural luminance. The torchbearer can activate this ability in order to treat the light shed from his torch as a light spell of one-half the torchbearer's level in order to counter and dispel any spell with the darkness descriptor that is of equal or lesser level to his torchlight. This effect lasts for one round.

Scion of the Light (Su): Upon achieving 4th level, the torchbearer has earned the right to undergo a test of faith. To take the test, he must undergo eight hours of uninterrupted prayer, and up to four companions may join him on this spiritual journey.

The attendants enter into a purely mental world created by the torchbearer's deity, which takes whatever form necessary for the trial. The trial can take the form of a short encounter or an extended undertaking, but it always takes eight hours of real time.

If the torchbearer and his companions succeed, the torchbearer gains the favor of and companionship of a lantern archon. Through the torchbearer's faith as proved by the test, the lantern archon is improved as the torchbearer progresses. Consult the section below ("The Torchbearer's Archon Companion") to determine the enhancements.

If the archon companion dies, it is gone for 24 hours, and then returns at the next dawn afterward.

Aura of Revelation (Su): At 5th level, the torchbearer gains an aura that makes ambushing them more difficult. You may activate, change, or suppress this aura as a move action. You may have only one torchbearer aura active at a given time. Any creature within 30 feet of the torchbearer that has concealment (including being invisible) is automatically affected as if by a Faerie Fire spell.

Burn away the Mist (Su): Beginning at 6th level, the torchbearer's torch has the power to burn away fogs and mists within its area. As long as he is holding a lit torch, the torchbearer may activate this ability in order to negate any magically-created fog, mist, or cloud within 20 feet.

Light of Conviction (Su): Upon reaching 7th level, the light you create with your spells shines upon the hearts of men and fiend alike, painfully revealing their iniquities. When you cast the spell and each round thereafter, evil creatures caught within the radius of a non-permanent [light] spell you have cast suffer 1 point of holy damage per level of the [light] spell unless they succeed on a Fortitude save (DC 10 + spell level + Cha modifier). An undead creature instead suffers 1d4 holy damage per level of the [light] spell per round, while an undead creature that is particularly vulnerable to bright light suffers 1d6 holy damage per level of the light spell per round.

Aura of Truth (Su): The torchbearer of 8th level or higher can surround themselves with an aura that takes hold of men's tongues and keeps falsehoods from passing their lips. You may activate, change, or suppress this aura as a move action. You may have only one torchbearer aura active at a given time. Any creature within 20 feet of the torchbearer is affected as if by a Zone of Truth spell. The creature receives a Will save (DC 10 + one-half torchbearer's level + Cha modifier) upon being in the area of the aura, and success indicates that the creature is immune to the torchbearer's Aura of Truth for 24 hours. This effect is a mind-affecting compulsion effect.

Aura of Peace (Su): At 10th level, the torchbearer can surround himself with an aura that inspires peace in others. Creatures within 20 feet of the torchbearer are affected as if by a Calm Emotions spell. The creatures are entitled to Will saving throws (DC 10 + one-half torchbearer level + Cha modifier) upon being in the area of the aura. If the creature saves or the effect ends because the creature is attacked, the creature is immune to the torchbearer's Aura of Peace for 24 hours. This is a mind-affecting compulsion effect. You may activate, change, or suppress this aura as a move action. You may have only one torchbearer aura active at a given time.

Aura of Unmasking (Su): The torchbearer of 19th level or higher can surround themselves with an aura that cancels out magics that deceive, disguise, or conceal. You may activate, change, or suppress this aura as a move action. You may have only one torchbearer aura active at a given time. This aura functions as an Antimagic Field, except that it only affects spells from the illusion school, any ability that creates an illusory or quasireal effect, changes a creature or object's sensory qualities, provides a creature or object with concealment, or creates a mental image.


New Spells

Create Torch
Conjuration (Creation)
Level: Trb 0
Components: V, S
Casting Time: 1 standard action
Effect: An unlit torch in your possession
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Holding out your hand, you concentrate on the feel of wood in your grip as you utter the words. When the last syllable leaves your lips, you hold in your hand a torch, ready to light.

This spell creates an unlit torch, either in your hand or in your possession.

Ignite
Evocation [Fire]
Level: Trb 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One object held in the hand at the time of casting
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Envisioning a spark in your mind, you focus on a portion of the object and imagine the spark landing there.

You create sparks at any point along the held object that ignite easily combustible material such as parchment, straw, a torch, tinder, or dry cloth.

Photoform
Transmutation
Level: Clr 6, Trb 5
Components: S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 2 min./level (D)

As you speak the words, you feel a tingling, and then a numbing sensation take over your body as it fades into intangibility.

The caster takes on a form of pure light, shedding bright light as a torch for 20 feet and dim light for an additional 20 feet. They become immune to almost all damage from outside sources while in this form and all status effects are removed. They may pass through narrow openings, such as a keyhole, and any material through which light may pass, but any object that distorts light such as a pane of frosted glass deals 5d6 damage whenever the caster passes through and stuns them for one round. The caster may not interact with physical objects or speak but may still cast spells with the Light descriptor while in this form (ignoring verbal, somatic, and divine focus components) by expending five times the spell's level in hit points when casting. The caster may not run, but gains a fly speed of 100 feet with perfect maneuverability.
If the caster enters or begins their turn in the area of a spell with the Darkness descriptor, they suffer 1d6 damage per level of the Darkness spell.


The Torchbearer's Archon Companion

{table=head]Class Level|Bonus HD|Natural Armor Adj.|Dex/Cha Adj.|Special
4th-5th| +2| +2| +1| Share spells, telepathic link
6th-8th| +4| +4| +2| Resonance
9th-11th| +6| +6| +3| Life Link
12th-14th| +8| +8| +4| Spell Resistance
15th-17th| +10| +10| +5| Absorb
18th-20th| +12| +12| +6| Empower[/table]

Archon Companion Basics
Use the base statistics for the lantern archon, but make the following changes.

Class Level
The character’s torchbearer level. The torchbearer’s class levels stack with levels of any other classes that are entitled to an archon companion for the purpose of determining the companion’s abilities.

Bonus HD
Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the archon companion’s base attack and base save bonuses. An archon companion’s base attack bonus is the same as that of a fighter of a level equal to the its HD. An archon companion has good Fortitude, Reflex, and Will saves (treat it as a character whose level equals the archon’s HD). An archon companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.
The number noted here is an improvement to the lantern archon companion’s existing natural armor bonus.

Dex/Cha Adj.
Add this value to the archon companion’s Dexterity and Charisma scores.

Share Spells (Ex)
At the torchbearer’s option, he may have any spell (but not any spell-like ability) he casts upon himself also affect his archon companion. The archon companion must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the archon companion if the companion moves farther than 5 feet away and will not affect the archon again, even if it returns to the torchbearer before the duration expires.

Additionally, the torchbearer may cast a spell with a target of "You" on his archon companion (as a touch range spell) instead of on himself. A torchbearer and his archon companion can share spells even if the spells normally do not affect creatures of the companion’s type (outsider).

Telepathic Link (Su)
The torchbearer can communicate telepathically with his archon companion up to a distance of 1 mile.

Resonance (Su)
Whenever the archon successfully strikes an evil creature with its light ray, it regains one hit point. If it is already at full hit points, it gains a temporary hit point instead. These temporary hit points last for one hour.

Life Link (Su)
As a standard action, the archon can transfer any of its temporary hit points to a creature, so long as they are both within 30 feet of one another. The duration of these temporary hit points remains unchanged in the exchange.

Spell Resistance (Ex)
As long as the torchbearer is 12th level or higher, his archon companion gains spell resistance equal to the torchbearer's level + 5.

Absorb (Ex)
When in the area of a light spell, the archon regains hit points per round equal to the level of the light spell. If the archon is already at full hit points, it gains temporary hit points instead.

Empower (Ex)
Whenever the archon has temporary hit points, it gains a +1 divine bonus to attack rolls and a +1 deflection bonus to armor class per five temporary hit points. Any creature to which it transfers temporary hit points gains the same bonus for each 5 temporary hit points it possesses that it gained from the archon.


Ex-Torchbearers
A torchbearer who grossly violates the creed, commits an evil act, or changes to a non-good alignment and who remains unrepentant of his transgressions is an ex-torchbearer and loses all torchbearer spells and abilities (including the companionship of his archon, but not weapon, armor, and shield proficiencies). He may not progress any farther in levels as a torchbearer. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description), as appropriate.

Realms of Chaos
2010-03-20, 08:07 PM
Meh, I finally finished it. I haven't read the rest of the submission yet but this one probably isn't that good. Here is a Tier 4 support class for you so... here you go.



The Illuminator

“Secrets cannot hide from the light that is my soul
-Elis Runewind, Illuminator

There are many secrets hidden in the world. Politicians lie and cheat, ancient powers are locked away in lost tomes, and the ruins of ancient civilizations slowly rot miles beneath our feet. For each secret that is kept, there is someone who wishes to reveal it.
The illuminators are a special sect of truth seekers, a guild and religion in and of itself. They manage to convert the energy of their own soul into light, a light that can reveal even the subtlest of secrets. Some illuminators remain in their guild while others are hired as inquisitors or investigators and others still go out into the world to reveal whatever secrets lie within it.

Abilities: Wisdom is of utmost important to Illuminators, powering a couple of abilities and letting her perceive the world clearly. Dexterity and Constitution are also important, due to possessing little armor and few hit points. Many of the Illuminator’s class skills rely upon Intelligence.

Role: The Illuminator is a supporting role. As time goes on, she gains the ability to heal allies, damage foes, improve the perceptions of others, and provide a few bonuses as well. Some of her abilities, alas, harm herself in the process as part of the Illuminator’s soul is used to accomplish the task.

Background: Regardless of their eventual fate, almost all Illuminators start within the central organization that teaches their dogma. This organization, also known as Truth’s Beacon, starts all Illuminators on their path and allows them to choose their own path once training is over.
Becoming an Illuminator is almost always a voluntary decision, although a few people have been coerced into joining or have been left with no other option. Training within the guild typically lasts for about four years, the amount of time it takes most people to master the radiance of their own soul. It is not unheard of for people to master this task in a fraction of this time and thus graduate early.
Even if their individual goals clash, most Illuminators feel a certain kinship with each other and they are almost always fully honest with each other, hiding nothing.

Organization: All Illuminators, at least during their training, are part of Truth’s Beacon. The organization is spread across several world and several planes of existence. Truth’s Beacon has no single leader, with each guild house run by its eldest member and all decisions made by a vote among all elders whose guild houses would be affected. Truth’s Beacon is something of a religion in and of itself, praising its most powerful members as beings akin to angels or even gods.

Alignment: Strange as it may sound for beings of light and truth, the morality of Illuminators is fairly flexible. Although many are lawful and good, exceptions to these tendencies abound.
Evil Illuminators tend to blackmail, broker information, or seek out secrets best forgotten by most of the world. Chaotic Illuminators tend to leave Truth’s Beacon to find secrets on their own and to reveal the unfortunate truths of our supposedly civilized world. Even with this being the case, chaotic evil Illuminators are practically unheard of.

Races: Most guild houses of Truth’s Beacon are located in lands run by humans. A few chapterhouses, however, have appeared in other civilizations. Elven Illuminators are sometimes the brightest source of light below the canopy, providing illumination to the entire community without the danger of fire. Dwarven Illuminators are often used as guards and peacekeepers, gifted at smelling out trouble. Illumians (Races of Destiny) are among the only creatures known to become Illuminators without ever receiving training. Although a few guild houses have been built in the wilderness, few members of savage races ever seem to join.

Religion: The teachings of Truth’s Beacon are akin to that of a religion, seeking the truth of all things with but one’s own soul to bear witness. As this “religion” does not concern the afterlife, however, many Illuminators do choose to worship a deity. Most Illuminators worship gods of Knowledge and Light, such as Boccob or Pelor.
On the other hand, most Illuminators hate gods of darkness and deception such as Vecna. This hatred is almost always mutual.

Other Classes: Illuminators tend to get along well with members of most other classes just fine. They particularly appreciate the intellectual pursuits of truth that archivists and wizards make and the search for enlightenment that monks undergo. Strangely, despite having similar abilities, many Illuminators dislike bards due to their tendency to distort or hide facts. This dislike extends to the beguiler with even greater intensity.

Adaptation: The most obvious change to make would be the removal of Truth’s Beacon. It is equally possible that Illuminators are taught their talents in normal monasteries or churches or that they were born with the power that they possess.

Hit Die: d6

Starting Gold: As Bard


Class Features

Class Skills: The Illuminator's class skills (and the key ability for each skill) are: Appraise (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|Guiding Light +1, Spiritual Radiance

2nd|
+1|
+0|
+0|
+3|Anima Lantern, Reveal Auras

3rd|
+1|
+1|
+1|
+3|Reveal the Hidden, Synergy of Souls (2d4)

4th|
+2|
+1|
+1|
+4|Lantern’s Gaze

5th|
+2|
+1|
+1|
+4|Guiding Light +2

6th|
+3|
+2|
+2|
+5|Lesser Cosmos

7th|
+3|
+2|
+2|
+5|Synergy of Souls (4d4)

8th|
+4|
+2|
+2|
+6|Touched By Light

9th|
+4|
+3|
+3|
+6|Guiding Light +3

10th|
+5|
+3|
+3|
+7|Unveiling Glow

11th|
+5|
+3|
+3|
+7|Synergy of Souls (6d4)

12th|
+6/+1|
+4|
+4|
+8|Cosmos

13th|
+6/+1|
+4|
+4|
+8|Guiding Light +4

14th|
+7/+2|
+4|
+4|
+9|Touched by Truth

15th|
+7/+2|
+5|
+5|
+9|Synergy of Souls (8d4)

16th|
+8/+3|
+5|
+5|
+10|Unveiling Glow

17th|
+8/+3|
+5|
+5|
+10|Guiding Light +5

18th|
+9/+4|
+6|
+6|
+11|Superior Cosmos

19th|
+9/+4|
+6|
+6|
+11|Synergy of Souls (10d4)

20th|
+10/+5|
+6|
+6|
+12|Ascension[/table]

Weapon and Armor Proficiencies: An Illuminator gains proficiency with all simple weapons and light armor but not with shields.

Spiritual Radiance (Su): The soul of an Illuminator is set ablaze with supernatural energy, a radiance that can’t be fully contained. Your square(s) are filled with bright light and you shed shadowy illumination in a 5 ft./level radius.
This radiance is more than a physical glow, however, illuminating a target’s essence with your soul and insight. Living creatures bathed in this glow gain the benefits of the alertness feat, aided by your guiding presence. Unintelligent undead within the aura cannot attack you, kept at bay by the radiance of your soul.

Guiding Light (Su): An Illuminator’s light parts far more than darkness, illuminating all secrets for the world to see. By surrendering a bit of her soul to an ally, he or she can use this light to guide them onwards. As a standard action, choose any number of creatures within the area of your Spiritual Radiance and/or one or more of your Anima Lanterns. All chosen creatures gain a +1 insight bonus to attack rolls, skill checks, or saving throws for 1 round. You choose which benefit is granted when you use this ability and all targets gain the same benefit. Increase the size of the insight bonus to +2 at 5th level, +3 at 9th level, +4 at 13th level, and +5 at 17th level.
Unfortunately, lending this light to your allies costs you a bit of your own essence, making you vulnerable to attack. You take a –1 penalty to AC and to all saving throws for each target affected. These penalties likewise last for 1 round.

Anima Lantern: Starting at 2nd level, an Illuminator can liberate a bit of their soul’s radiance to explore the world around her. As a full round action, you can create any number of Anima Lanterns within 60 feet. Each anima lantern is a square of bright light that emanates shadowy illumination into all adjacent squares. Anima lanterns provide no heat and immune to damage.
For each anima lantern that you possess, the range of your spiritual radiance is reduced by 5 feet. You may never possess more than one Anima Lantern per class level. When creating an anima lantern, you decide whether it manifests as a series of small candle-like flames, a handful of floating lantern-like globes, or a single light in the basic shape of a humanoid. You may make this decision for each anima lantern separately. No anima lantern may take up more than a single 5-foot square.
As a move action, the illuminator may move any number of Anima Lanterns up to 5 feet/level. Anima Lanterns may travel any distance from you in this way. Anima lanterns count as light effects with a spell level equal to half your class level for the purposes of interacting with darkness effects. You may dismiss any number of anima lanterns as a move action.

Reveal Auras (Su): Starting at 2nd level, an Illuminator’s spiritual light begins to reveal the true nature of the world around her. Any creature that enters the illumination of your spiritual radiance or one of your anima lanterns has its alignment slowly revealed. On the first round of such illumination, a colorless glow collects around a creature. On the second round, the aura takes becomes a color indicative of the target’s alignment. On the third round, the target’s aura increases or diminishes in size to reflect the power of a creature’s aura.
Any sentient creature can interpret the information shown by this ability with a DC 20 Spellcraft check. Illuminators need not make such checks. A creature who leaves the range of your illumination for at least one round before re-entering repeats the process from the start.
Magical Auras are likewise illuminated by this aura after one round of illumination. However, nothing other than the presence, number, and location of such auras is revealed (not the strength or schools of magic).

Synergy of Souls (Su): Starting at 3rd level, an Illuminator’s light truly interacts with the souls of others, intermingling with the souls of allies and clashing with the souls of foes. As a standard action, you may choose a number of creatures (other than yourself) up to your Wisdom modifier, all of which must be illuminated by your spiritual radiance or your anima lanterns.
All selected allies are healed 2d4 points of damage. All selected enemies take 2d4 points of damage. This effect only functions on living creatures. Damage to be dealt or healed may be halved with a successful Will save (DC 10 + 1/2 level + Wis modifier). Whenever you use this ability, you suffer nonlethal damage equal to half of your class level (rounded down).
The damage healed and dealt by this ability increases to 4d4 at 7th level, 6d4 at 11th level, 8d4 at 15th level, and 10d4 at 19th level.

Reveal the Hidden (Su): Starting at 3rd level, an Illuminator’s light reveals what others may have wanted hidden. Creatures illuminated by spiritual radiance or anima lanterns can use the Search skill to find traps even if the DC is above 20.
Furthermore, all such creatures are automatically entailed to a search check when passing within 5 feet of a trap or hidden door, as if actively searching. Similarly, creatures are permitted a spot check when passing within 5 feet of a disguised creature, a spellcraft check when passing within 5 feet of an active spell effect, and a Will save when passing within 5 feet of an illusion that can be disbelieved.
Lastly, this ability grants all affected creatures a +2 bonus to Search, Sense Motive, and Spellcraft checks and lets such Spellcraft checks be made untrained.

Lantern’s Gaze (Su): Starting at 4th level, an Illuminator can extend her perceptions through her soul into one of her anima lanterns. As a standard action, you may choose any anima lantern with which you possess a line of sight. You shift your perspective as if in that lantern’s square. Furthermore, you gain a bonus to spot and listen checks equal to your class level.
While perceiving the world in this way, you are treated as flat-footed against all attacks and are considered blind if you are ever unable to see your body. You may still move the lantern to explore or scout. You may return to your own perspective as a swift action and automatically do so if it is dismissed or suppressed.

Lesser Cosmos (Su): Starting at 6th level, an Illuminator’s radiance spreads far further, giving even pitch darkness an ephemeral radiance of sorts. From this weave of radiance, others may draw a bit of power.
All creatures within 30 feet of you or one of your anima lanterns gain low-light vision. As a move action, any sentient creature within range can gain blindsight out to 10 feet and a +2 insight bonus to AC for 1 round. Whenever a creature gains this benefit, you take a –1 penalty to attack rolls and skill checks for 1 round.
Undead within range react differently to this light, their bodies unable to withstand it. They instead take a –1 penalty to attack rolls, skill checks, and saving throws. Incorporeal undead take a penalty twice as large. Undead may not draw upon the power of this ability.

Touched By Light (Ex): At 8th level, an Illuminator goes through a startling transformation. Your body is reduced to half of its former weight and your blood is replaced with liquid light. You no longer need to eat or drink and only require half as much sleep or meditation.
Lastly, a bit of your conscious mind fills the illumination that you create. You may communicate telepathically with any creature that knows a language and is illuminated either by your spiritual radiance or by one of your anima lanterns.

Unveiling Glow (Su): At 10th level, an Illuminator’s light starts to reveal truths hidden through even magical means. While within range of your spiritual radiance or anima lanterns, all invisible and ethereal creatures are rendered fully visible.
Starting at 16th level, all magical fog and darkness within range can be seen through without hindrance and all glamers and figments are automatically recognized as the falsehoods that they are.

Cosmos (Su): Starting at 12th level, an Illuminator’s weave of spiritual illumination grows stronger, granting greater insight to those within its reaches. All creatures within range gain superior low-light vision. Creatures drawing upon the power of the weave gain blindsight out to 30 feet and a +4 insight bonus to AC for 1 round.
Undead within range now take a –2 penalty to attack rolls, skill checks, and saving throws (doubled if incorporeal).

Touched by Truth (Ex): At 14th level, an Illuminator transforms once again, becoming one with the light that she channels. Your body is reduced to 1/10 of its former weight as your skin and organs are replaced with replicas of solid light. You no longer need to breathe and you gain a fly speed equal to your land speed with good maneuverability.
Furthermore, you can peer into the minds of those you illuminate. As a standard action, you may attempt to read the surface thoughts of any creature illuminated by either your spiritual radiance or by one of your anima lanterns. If it succeeds on a Will save (DC 10 + 1/2 illuminator level + Wis modifier), it resists the attempt and is immune to further attempts for 1d4+1 hours.

Superior Cosmos (Su): Starting at 18th level, an Illuminator creates a perfect web of subtle illumination, allowing for an overwhelming amount of insight. All creatures within range gain blindsense extending to all squares with which they have a line of effect. Creatures drawing upon the power of the weave gain blindsight instead and gain a +6 insight bonus to AC for 1 round.
Undead within range now take a –4 penalty to attack rolls, skill checks, and saving throws (doubled if incorporeal).
Lastly, your web of illumination is so complete that all creatures within range are treated as being illuminated by one of your anima lanterns for the purposes of your other class features.

Ascension (Ex): At 20th level, an Illuminator transforms one last time, shedding her physical body to become a being of truth and illumination. You gain the incorporeal subtype, complete with all associated benefits and penalties.
Furthermore, you automatically succeed on Sense Motive checks made against Bluff checks and on Saving Throws against spells and effects of the Illusion school.

Dirt_Kami
2010-03-23, 07:40 PM
Sklor

Darkness is the color of fear.
-Venster Sklor


Sklors are divine warriors sent by the gods to enlighten hearts and minds and to destroy creatures of darkness.

Abilities: Strength for destroying minions of darkness.

Role: Acts as a torchbearer that can still use two-handed weapons.

Background: Sklors are chosen by the gods and are born with a birthmark shaped like the sun.

Organization: Sklors congregate at brewery/temples of knowledge in desert kingdoms to tell the tales of their deeds and share what they have learned.

Alignment: Sklors must be good alignment.

Races: Sklor are almost always human. Dwarves, half-orcs and any race with darkvision cannot become one.

Religion: Sklors worship gods of light, sun and knowledge.

Other Classes: Lawful sklors consider paladins brothers in their fight against darkness, chaotic sklors get along with everyone. Sklors of all alignments favor good aligned druids and bards.

Adaptation: Sklors can be used where a paladin might be too rigid to get along with a chaotic adventuring party. Adding charisma based bonuses to those within the light of their halo might make the sklor more group friendly.

Hit Die: d12

Starting Gold: As fighter


Class Features

Class Skills: A sklor may choose any 9 skills as class skills and Knowledge (religion) (Int) is always a class skill.

Skill Points at First Level: 6+Int modifier x 4
Skill Points at Each Additional Level: 6+Int modifier

{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+2|+2|Dark Bane +2, Sun Blessed
2nd|+2|+3|+3|+3|Halo
3rd|+3|+3|+3|+3|
4th|+4|+4|+4|+4|Halo
5th|+5|+4|+4|+4|Dark Bane +4
6th|+6/+1|+5|+5|+5|Halo
7th|+7/+2|+5|+5|+5|
8th|+8/+3|+6|+6|+6|Halo
9th|+9/+4|+6|+6|+6|
10th|+10/+5|+7|+7|+7|Dark Bane +6, Halo
11th|+11/+6/+1|+7|+7|+7|
12th|+12/+7/+2|+8|+8|+8|Halo
13th|+13/+8/+3|+8|+8|+8|
14th|+14/+9/+4|+9|+9|+9|Halo
15th|+15/+10/+5|+9|+9|+9|Dark Bane +8
16th|+16/+11/+6/+1|+10|+10|+10|Halo
17th|+17/+12/+7/+2|+10|+10|+10|
18th|+18/+13/+8/+3|+11|+11|+11|Halo
19th|+19/+14/+9/+4|+11|+11|+11|
20th|+20/+15/+10/+5|+12|+12|+12|Dark Bane +10, Holy Nova[/table]

Weapon and Armor Proficiency
A sklor is proficient with all simple and martial weapons and with no armor or shields.

Dark Bane (Ex) When using melee weapons a sklor gains a divine bonus to hit and damage against creatures with darkvision.

Sun Blessed (Ex) When in the light of day a sklor receives a bonus to Search and Spot checks equal to half his level. This does not work when standing in a shadow or in the light of a spell.

Halo (Ex) At second level sklors are favored by the gods of light and this manifests as a halo of light above his head. The light from the halo illuminates the area as a candle at 2nd level. Every additional two levels the light from the halo grows in strength.
4 Light radius increases to 10' and dispels magical darkness.
6 Those of good alignment within the radius receive a +2 divine bonus to will saves.
8 Light radius increases to 20'.
10 Creatures within the radius with darkvision are blinded.
12 Light radius increases to 30'.
14 Those of good alignment within the radius gain fast healing 2.
16 Light radius increases to 40'.
18 Those of good alignment within the radius gain DR 5-
20 Light radius increases to 50'.

Holy Nova (Ex) At 20th level a sklor can as a full round action explode into a nova of celestial energy for 10d6 of holy fire that damages evil creatures and heals those of good alignment in a 50' radius. The sklor's body is consumed and his spirit ascends straight to the seventh layer of Celestia never to be heard from again.

Ex-Sklors

A sklor who permanently gains darkvision loses all sklor class features except weapon proficiencies.

Rauthiss
2010-03-26, 09:50 AM
I took the alternate meaning of light, meaning not heavy. It is a loose interpretation, but I figured I might as well submit it. What happens, happens.

The Weight Warrior

”Looks like we’re dealing with some heavy stuff here. Luckily, I’m good at taking things lightly.”

At times, a child is born with the lucky ability to manipulate the density of objects, similar to how a sorcerer casts spells – it is simply ingrained into their existence. The weight warrior is one of these children that has matured his abilities to the fullest. He can make full use of his rare ability to cause damage to his opponents, weigh them down, or send them flying with a single blow.

Abilities: Constitution is the most important ability for a Weight Warrior, as many of his abilities are based on constitution. However, strength is still important for the weight warrior, as is dexterity. The mental stats are typically unnecessary for weight warriors.

Role: The weight warrior functions as a melee fighter, using his ability to wear heavy armor and his Weighty hit ability to deal additional damage to his opponents. In addition, a weight warrior can make use of his encumbrance abilities to attain a semblance of battlefield control.

Background: Many weight warriors have had their powers since birth, and have simply trained with them. However, the ability itself exists in many people, although it is latent. With training, however, many people can gain the use of a weight warrior’s abilities.

Organization: Weight warriors are often found in adventurer’s guilds or in mercenary circles, taking advantage of his weight altering abilities.

Alignment: Weight warriors tend toward chaotic, mainly because they rely not on training, but natural skill. That said, any alignment is compatible with the abilities of a weight warrior.

Races: Weight warriors can be found in any race. However, races that tend to have inherent magic, such as gnomes, have a higher likelihood of being born with the weight warrior’s innate ability.

Religion: Since many weight warriors have been able to manipulate weight since they were children, they often view their ability as a gift from the gods. They tend to worship gods of solid, tangible things, such as gods of stone. However, a few weight warriors see the gods as weak, due to the weight warrior’s ability to change creation.

Other Classes: Weight warriors tend to get along well with other martial types, often finding companionship in the ability to hit things hard. Wizards and other educated types may take an unusual interest in the weight warrior’s abilities, while divine casters may view it as a gift from their god.

Adaptation: Weight warriors work best in high magic campaigns, although they are not campaign specific and may be played in nearly any campaign. In low magic campaigns, the weight warrior’s main offensive class features can be refluffed as a high strength, while some of the later abilities would have to be remade.

Hit Die: d10

Starting Gold: As Fighter


Class Features

Class Skills: The Mineral Warrior's class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

Skill Points at First Level: 4x(2+Int modifier)
Skill Points at Each Additional Level: 2+Int modifier

{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Reduced Burden

1st|
+1|
+2|
+2|
+0|Weighted Hit +1d6, Reduced Burden|5lbs

2nd|
+2|
+3|
+3|
+0|Nimble Armor (Light)|10 lbs

3rd|
+3|
+3|
+3|
+1|Encumber (20 lbs)|15 lbs

4th|
+4|
+4|
+4|
+1|Weighted Hit +2d6|20 lbs

5th|
+5|
+4|
+4|
+1|Nimble Armor (Medium)|25 lbs

6th|
+6/+1|
+5|
+5|
+2|Feather Fall|30 lbs

7th|
+7/+2|
+5|
+5|
+2|Weighted Hit +3d6|35 lbs

8th|
+8/+3|
+6|
+6|
+2|Nimble Armor (Heavy)|40 lbs

9th|
+9/+4|
+6|
+6|
+3|Encumber (40 lbs) |45 lbs

10th|
+10/+5|
+7|
+7|
+3|Weighted Hit +4d6|50 lbs

11th|
+11/+6/+1|
+7|
+7|
+3|Weighted Movement|55 lbs

12th|
+12/+7/+2|
+8|
+8|
+4|Weighty Slam|60 lbs

13th|
+3/+8/+3|
+8|
+8|
+4|Weighted Hit +5d6|65 lbs

14th|
+14/+9/+4|
+9|
+9|
+4|Leaden Weapon|70 lbs

15th|
+15/+10/+5|
+9|
+9|
+5|Encumber (80 lbs)|75 lbs

16th|
+16/+11/+6/+1|
+10|
+10|
+5|Weighted Hit +6d6|80 lbs

17th|
+17/+12/+7/+2|
+10|
+10|
+5|Rooted to the Ground|85 lbs

18th|
+18/+13/+8/+3|
+11|
+11|
+6|Flighty as a Cloud|90 lbs

19th|
+19/+14/+9/+4|
+11|
+11|
+6|Weighted Hit +7d6|95 lbs

20th|
+20/+15/+10/+5|
+12|
+12|
+6|Imprisoning Weight|100 lbs[/table]

Weapon and Armor Proficiencies: A Weight Warrior is proficient in all simple weapons and one martial weapon, in addition to all types of armor and shields.

Weighted Hit: By increasing a weapon's weight as it hits the opponent, a Weight Warrior can deal extra damage. Whenever the Weight Warrior deals damage with a bludgeoning weapon, he may add the indicated dice to the damage dealt.

Reduced Burden: A Weight Warrior can lighten his load, quite literally in this case – his carrying capacities are increased by 5 lbs per class level.

Nimble Armor: A weight warrior can decrease the weight of his armor to grant him ease of movement. All Armor Check penalties of the armor a Weight Warrior wears, up to the armor types given, are lessened by the Weight Warrior’s Con modifier.

Encumber: A number of times per day equal to the Weight Warrior’s Con modifier, he can use a standard action to cause one creature within 100 ft. to become much heavier. The target is granted a fortitude save of DC 10 + ½ the Weight Warrior’s class level + his Con modifier to negate this effect. The creature’s weight is increased by the weight indicated. However, the creature’s muscles do not grow – the gained weight is counted against that character’s carrying capacity for the purposes of encumbrance. In addition, a spellcaster affected by this ability takes a 20% failure chance on all spells with somatic components. This lasts for one round per the Weight Warrior’s class level.

Feather Fall: The Weight warrior is constantly under the effects of a Feather Fall spell.

Weighted Movement: By manipulating his weight in a favorable fashion, the Weight Warrior can take advantage of new kinds of movement. He gains a burrow speed of ½ his land speed and a flight speed of twice his land speed with clumsy maneuverability. He must end the flight on a solid surface or fall as normal. These movement types work no matter how encumbered the Weight Warrior is.

Weighty Slam: A Weight Warrior’s can cause his body to grow heavier and his opponent’s to become lighter as he hits them. Whenever a Weight Warrior successfully Bull Rushes an opponent, he pushes him twice the distance he normally would.

Leaden Weapon: A number of times per day equal to the Weight Warrior’s Con modifier, he can use an immediate action to greatly increase the weight of an object being held in a creature’s hand and within 100 feet. The weapon gets a fort save to resist this effect. If the save fails, the object immediately becomes too heavy to hold, and the creature drops it at its feet. This effect lasts for a number of rounds equal to the Weight Warrior’s class level.

Rooted to the Ground: A number of times per day equal to the Weight Warrior’s Con modifier, he can use a standard action to greatly increase the weight of a creature’s feet, as long as the creature is within 100 feet. The target is granted a fortitude save of DC 10 + ½ the Weight Warrior’s class level + his Con modifier to negate this effect. If the save fails, the creature’s feet are immovable, dropping all method of movement to 0 ft and giving a -5 penalty on reflex saves. This effect lasts for a number of rounds equal to the Weight Warrior’s class level.

Flighty as a Cloud: A number of times per day equal to the Weight Warrior’s Con modifier, he can use a standard action to greatly decrease the weight of a creature. First, the weight warrior must succeed on a touch attack against the target. The target is granted a fortitude save of DC 10 + ½ the Weight Warrior’s class level + his Con modifier to negate this effect. If the save fails, the creature’s weight drops to 1 lb, including all equipment that creature is wielding. All physical attacks that creature makes take a penalty of -10 to damage. In addition, any time that creature is successfully bull rushed, it is pushed triple the distance. This stacks with the Weighty Slam ability. They are under the effect of Feather Fall, as well. They gain a +30 bonus on Jump checks. This effect lasts for a number of rounds equal to the Weight Warrior’s class level.

Imprisoning Weight: Once per day, A Weight Warrior can use a standard action to increase the weight of a creature within 100 feet to a ludicrous level. The target is granted a fortitude save of DC 10 + ½ the Weight Warrior’s class level + his Con modifier to negate this effect. If the save fails, the target plunges into the ground, falling towards the center of the planet. Due to the density of the creature compared to the density of the earth, he falls at normal falling speed, as if he was falling through air. After 20 rounds, the target finds itself in a small sphere at the center of the earth, as the Imprisonment spell. Due to the density of the subject, he takes no damage on the way down. The subject can only be freed with effects that would free him from Imprisonment.

Lord_Gareth
2010-04-12, 03:49 PM
I cast greater bumpage.

Lord_Gareth
2010-04-30, 02:14 PM
CLOSED

Results pending.