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Golden-Esque
2010-05-01, 05:14 PM
The Dawnseeker

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"Never trust a Man in White,
as he strides along.
Never stop a Man in White,
on his road to dawn.

Born from shadows, cloaked in light;
twilight's deadly pawn.
Never trust a Man in White,
or ye'd be dead and gone."

~ 'Man in White,' a Composition by Beadle Bee the Bard, about a Dawnseeker.

Death lies in the shadows. From hulking monsters to deadly assassins, the darkness has always been associated with death, destruction, and fear. It is only natural, after all; most humanoid creatures have their vision, their primary sense, hampered by the night. The darkness of the world can drown a man in sorrow, despair, and fear. It is then equally natural for virtually all people across almost every race and society to view the light as the polar opposite of darkness; it is a source of joy, hope, and courage in a world filled with darkness.

Dawnseekers see it differently. In a time so long ago that it might as well have been a past life, all Dawnseekers were lowly Shadowcasters; men and women who devoted their lives to the secrets of the night and the depths of the darkness. Some individuals, however, discover the truth to the ultimate mystery, however; that despite all beliefs, Light and Darkness are one and the same. Just as yin and yang form two halves of a circle, so too do Light and Darkness form a balance. Their relationship is a cosmic dance of power that is eternal. Night always gives birth to day, and when the day dims and dies, night is born from the ashes. Thus their cycle continues for all eternity, for neither can exist without the other as its extreme, for their concepts would be meaningless.

As former harbingers of dark Mysteries, Dawnseekers find their secrets exposed for the world to see. Their Mysteries whither and vanish in the presence of their illuminated souls and give rise to an even greater source of power; the Truths of the Light. Many who stumble upon a Dawnseeker foolishly believe them to be good; redeemed survivors of a dark past. However, just as the Darkness can be used by the righteous, so too can the Light be used by the wicked, and many a foul deed has been committed in the name of the Light.

BECOMING A DAWNSEEKER

Dawnseekers are often seen as traitors by other Shadowcasters; they abandon their pursuit of Darkness in favor of the Light after being touched by it in some meaningful way. Almost every Shadowcaster see the Darkness as the true eternal force in the world, but a Dawnseeker knows that this is not the case; Light and Darkness have always existed together, and neither is eternal without the other.

Some Dawnseekers claim they were chosen by the Light. Others claim they walk their path by choice. The truth is, that just as every Mystery of the Shadowcaster has a Path, the powers a Dawnseeker claims is little more than that; a Path of Light within the Darkness. Only those who are enlightened enough to understand the true nature of Light and Darkness can ever hope to become Dawnseekers, however.

ENTRY REQUIREMENTS
Ability Score: Charisma score of 14 or better when not factoring any bonuses, including from spells, powers, maneuvers, mysteries, or enhancements from magic items.
Feats: Any two Metashadow Feats.
Shadowcasting: Must have access to no fewer than 7 Mysteries. These Mysteries can be of any level; Apprentice, Initiate, or Master, but you must have 7.
Skills: Knowledge (Arcana) 4 ranks, Knowledge (The Planes) 4 ranks

DAWNSEEKER CLASS FEATURES

{table=head] Dawnseeker Level | Base Attack Bonus | Fortitude Save | Reflex Save | Will Save | Special
01 | +0 | +2 | +0 | +2 | 1st Truth, Foundations of Light, Yin and Yang
02 | +1 | +3 | +0 | +3 | 2nd Truth, Radiant Light, Surrender Mystery
03 | +2 | +3 | +1 | +3 | 3rd Truth, Illuminated Mind
04 | +3 | +4 | +1 | +4 | 4th Truth, Radiant Light, Resplendent Light, Surrender Mystery
05 | +3 | +4 | +1 | +4 | 5th Truth Illuminated Mind
06 | +4 | +5 | +2 | +5 | 6th Truth Radiant Light, Surrender Mystery
07 | +5 | +5 | +2 | +5 | 7th Truth, Illuminated Mind
08 | +6/+1 | +6 | +2 | +6 | 8th Truth, Radiant Light, Resplendent Light, Surrender Mystery
09 | +6/+1 | +6 | +3 | +6 | 9th Truth, Illuminated Mind
10 | +7/+2 | +7 | +3 | +7 | 10th Truth, Apocalypse of Light and Darkness, Radiant Light, Surrender Mystery[/table]

Hit Dice: d8.

Skill Points per Level: 2 + your Intelligence modifier.
Class Skills: The Class Skills for the Dawnseeker class (and the key abilities for each) are ...
Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis)

Weapon and Armor Proficiency: A Dawnseeker gains no new proficiencies with any weapons or armor.

Foundations of Light (Su): As the Shadowcaster turns away from the darkness and steps into the Light, its radiant powers illuminate both soul and mind, allowing the Shadowcaster to gain abilities known as the Foundations of Light. Even the most enlightened minds often view Shadow and Light as one might see earth and sky or fire and water; two different, opposing forces. The Dawnseeker, however, knows that like all things, the Light and the Darkness are two extremes of the same driving force, and they are forever interconnected. A 1st Level Shadowcaster gains the ability to infuse their Fundamentals of Shadow with the energies of the Light, forever changing their powers. A Dawnseeker's class level stacks with their Shadowcaster level to determine their Caster Level with their Fundamentals of Shadow. In addition, a Dawnseeker can choose to change the energy source that they use their Fundamentals with, empowering them with Light. A Fundamental empowered this way looses the [Darkness] descriptor and gains the [Light] descriptor. Changing their Fundamental’s type does not require an action; it is a part of casting the Fundamental.

Truths: Like a Shadowcaster, a Dawnseeker does not cast spells as other Arcanists do, but they do not invoke the mystical secrets of the Shadow Mysteries either. While the techniques of Darkness are hidden in the veil of shadows, the Light's techniques are radiated for all to see within seven Paths. These paths represent the seven properties of Light, though they function identically to the paths of the Shadowcaster, and they grant special abilities to the Dawnseeker called Truths. At each level, the Dawnseeker gains a new Truth. In order to progress in the Dawnseeker prestige class the Dawnseeker must surrender a single Mystery from their Shadowcaster class every two levels; effectively, they trade a Mystery for two Truths. Each Truth belongs to one of the seven paths, though the Truths themselves do not have levels as a Shadowcaster’s Mysteries do.

A Dawnseeker's caster level stacks with their Shadowcaster's caster level to determine the power of their Truths, and Truths increase in power and versatility as the Shadowcaster gains levels. A Dawnseeker gains no other benefits from this, such as obtaining new Mysteries. The Saving Throw against a Truth is equal to 10 + your Dawnseeker level + your Charisma modifier. At 1st Level, all Truths are cast exactly like Arcane Spells, but as the Dawnseeker gains more and more power, they gain the ability to change how their Truths are used (see below).

Yin and Yang: The first of many lessons of the Dawnseeker is that Darkness and Light are one and the same; powers that enhance the Darkness can and will do so to the Light. First, a Dawnseeker’s level stacks with their Shadowcaster level to determine their caster level with their Fundamentals and how many times per day the Dawnseeker can use these fundamentals.

Second, a Dawnseeker’s level stacks with their Shadowcaster level to determine the number of uses per day he or she has with their Mysteries (as shown in the Tome of Magic description of the Shadowcaster), as well as whether those Mysteries are used as an Arcane Spell, a Spell-Like ability, or a Supernatural ability. A Truth, on the other hand, is always used as an Arcane Spell (meaning each Truth can be only used once per day) unless the Dawnseeker grants that Truth the benefit of either the Radiant Light or Resplendent Light class features (see below).

Third, a Dawnseeker can apply any Metashadow Feats he or she possesses to their Truths as if they were Mysteries. In addition, a Dawnseeker can select any Truth to gain the benefit of any Feat or ability that grants one, such as the Favored Path feat. If the Dawnseeker has the Dark Familiar feat, they can instead choose to grant their familiar the Light template in place of the Dark template.

Finally, although they must trade in their shadowy powers to gain access to the Light, a Dawnseeker suffers no negative effects for continuing to advance their Shadowcaster level. There is one exception, however. A Dawnseeker who trades in a Mystery for a Truth can never relearn that Mystery, even with subsequent levels in Shadowcaster. However, they are still treated as taking the Mystery for the purpose of qualifying for other Mysteries in that Path.

Illuminated Mind (Ex): The Light bestows wisdom and knowledge upon those who seek its truths, and with time, they learn more secrets then ever imagined. Starting at 3rd Level and at every two levels thereafter, a Dawnseeker gains a +1 bonus to their Intelligence. This bonus is untyped and is a permanent increase to their Intelligence score.

Radiant Light (Ex): The power of the Light fills every fiber of the Dawnseeker’s being until it forever intertwines with their essence, allowing them greater access to their newfound Light-based powers. At 2nd Level and at every even-numbered Level thereafter, (2nd, 4th, 6th, 8th, and 10th) the Dawnseeker selects a single Truth that they know to gain the benefit of this ability. The selected Truth becomes entwined into the Dawnseeker; instead of being cast as an Arcane spell, it is now cast as a Spell-Like ability. This also allows the Dawnseeker to use the Truth two times per day instead of one.

Resplendent Light (Ex): With every step closer to the Light, its energy swirls within the Dawnseeker, filling their being with splendor. At 4th Level and 8th Level, the Dawnseeker selects a single Truth that they know and have selected with the Radiant Light class feature to gain the benefit of this ability. The selected Truth becomes deeper entrenched within the Dawnseeker, allowing them to use the selected Truth as a Supernatural ability instead of a Spell-Like ability. This also allows the Dawnseeker to use the selected Truth three times per day instead of one.

Apocalypse of Light and Darkness (Su): Light and Darkness bitterly intertwine, bitter foes housed within a Dawnseeker’s body. With great focus, you unleash both, devastating your foes. At 10th Level, a Dawnseeker learns the ultimate technique of their kin; lashing out with Light and Darkness. Using this ability requires a full-round action The Dawnseeker lashes out at their foes with tendrils of Light and Darkness, as described below.

The tendril of Darkness deals damage to a number of creatures equal to the total number of Mysteries the Dawnseeker knows (this does not include Mysteries that have been traded for Truths). The same creature can be targeted more than once. Make a ranged touch attack against each target; all of these attacks must be confirmed as successes or fails before damage is determined. Each attack deals 1d6 damage per Mystery that the Dawnseeker knows to the targeted creature.

The tendril of Light heals a number of allies equal to the total number of Truths the Dawnseeker knows. The same creature can be targeted more than once. Each tendril heals its target for 1d6+1 Hit Points per three Caster Levels the Dawnseeker possesses. In addition, the tendril of Light can remove one status condition of the Dawnseeker's choice from each of its targets, as if by the Heal spell. A target has one condition removed from it per time it is targeted by this ability.

A Dawnseeker can initially use this ability five times per day. However, the number of times per day that the Dawnseeker can use Apocalypse of Light and Dark is reduced by an amount equal to the difference between their Dawnseeker levels and Shadowcaster levels.

TRUTHS OF THE LIGHT

The following details the Seven Paths of Light that a Dawnseeker can select from when gaining a new Truth. The Truths represented below follow a pattern similar to those found among Mysteries, with the following exceptions. First, there are no Apprentice, Initiate, or Master Truths; all Truths are equal, and their full effect often depends on their Caster's own personal power.

Second, Truths progress in a linear away, just as Mysteries do. Unlike Mysteries, however, in order to learn a Truth, a Dawnseeker must meet certain prerequisites stated upon each individual Truth. All Truths require a specific Dawncaster level to use (even if that level is Dawncaster Level 1) and Truths that are deeper in their respective paths require prior Truths in order to learn them.

The Seven Paths of Light are as follows: Barricade of Light focuses on the protection often associated with the Light. Expeditious Waves focuses on the speed of light, and moving equally fast. Lens of the Mind specializes in bending light to create visual illusions. Prism of Rainbows deals with the powers of color and flashes to disorient and confuse foes. Renewed in Light focuses on Light's natural ties with positive energy, and therefore healing. Resplendent Amplification amplifies the Light's power to damage foes. Spiritual Illumination blesses a Dawnseeker with insight and knowledge.

Barricade of Light
Shell of Luminescence: Wraps the caster in a shell of light, increasing defenses.
Fortification of Illumination: Forms a structure of light in the designated location.
Shining Juggernaut: Shield yourself with light, making the target immune to many effects.


Shell of Luminescence
Dawnseeker Path
Barricade of Light
Prerequisites: Dawnseeker Level 1
Action: Standard action
Range: Touch
Effect: Shell of light protects target from damage
Target: Touched creature
Duration: 1 minute per Caster Level
Saving Throw: Will negates (harmless)

A nearly translucent shell of light forms around the touched creature, protecting them from harm. The touched creature gains Damage Reduction 1/Darkness per four Caster Levels you possess. This Damage Reduction is only negated in areas of magical darkness when the spell's Caster Level exceeds your own, and it stacks with all other types of Damage Reduction normally.

Fortification of Illumination
Dawnseeker Path
Barricade of Light
Prerequisites: Shell of Illumination Truth, Dawnseeker Level 3
Action: Full-round action
Range: 10 feet +1 foot per Caster Level
Effect: Structure of light damages those that pass through it
Target: Selected area
Duration: 1 minute per Caster Level
Saving Throw: Fortitude halves; see text

You form an area of agitated light that harms those who attempt to pass through it. The area is 10 feet high and can occupy one square per two Caster Levels you possess, placed as you choose. For each square that a creature other then you passes through, it makes a Fortitude Save (10 + your Dawnseeker Level + your Charisma modifier). If it fails, it takes 1d4 points of force damage per Caster Level you possess. On a successful Save, this damage is halved.

Shining Juggernaut
Dawnseeker Path
Barricade of Light
Prerequsiites: Shell of Illumination Truth, Fortification of Illumination Truth, Dawnseeker Level 6
Action: Standard action
Range: Touch
Effect: Gains immunity to all effects for a short period of time
Target: Touched creature
Duration: 1 round per four Caster Levels
Saving Throw: Will negates (harmless)

You wrap the subject in armor of light, making them almost unstoppable. For the duration of the ability, any ability that selects the target creature as a target already fails. This includes both helpful and harmful effects. This power applies itself to any Extraordinary ability, Supernatural Ability, Spell, Spell-Like ability, Power, Psi-Like ability, Maneuver, or any other non-natural effect used by a creature. Abilities that do not designate a target or do not rely on an ability or action that targets a creature (such as an attack) function normally.


Expeditious Waves
Quick Step: Creature gains an enhancement bonus to their Moviement.
Lightspeed: Grant yourself immense speed, allowing you to escape captivity.
Quantum Leap: You warp a distance away from your current location.


Quick Step
Dawnseeker Path
Expeditious Waves
Prerequsiites: Dawnseeker Level 1
Action: Standard action
Range : 10 feet + 1 foot per Caster Level
Effect: Grant an enhancement bonus to a creature
Target: One creature
Duration: 1 minute per Caster Level
Saving Throw: Will negates (harmless)

Light is energy, and speeding up a creature's natural energy causes it to move faster. The creature gains a +10 bonus to their speed per five Caster Levels you possess. This bonus applies to all methods the creature has of moving and it stacks with all bonuses, except those provided by a time-altering spell such as Haste.

Lightspeed
Dawnseeker Path
Expeditious Waves
Prerequisites: Quick Step Truth, Dawnseeker Level 3
Action: Immediate action
Range : Personal
Effect: Grant yourself immense speed, allowing you to escape captivity
Target: You
Duration: 1 hour per Caster Level
Saving Throw: Will negates (harmless)

You force every fiber of your body and any equipment you are carrying when you use this Truth to move at immense speeds, making it impossible to hold onto you. Subjects of this Truth automatically succeed on all Escape Artist checks and opposed Grapple checks. In addition, you can move through solid objects as if you were incorporeal, but you must end your turn in an open space. Attacks made against you while this ability is active have a 50% chance to fail, as do any melee attacks you attempt to make. Finally, you cannot perform the somatic gestures needed to use your Mysteries or Truths while you are under this Truth's effect, though any Mystery or Truth that no longer requires Somatic components will work normally, and you can end this effect as a Swift action.

Quantum Leap
Dawnseeker Path
Expeditious Waves
Prerequisites: Quick Step Truth, Lightspeed Truth, Dawnseeker Level 6
Action: Immediate action
Range : Touch
Effect: Teleport away using quantum mechanics
Target: You plus any willing creatures or objects you touch.
Duration: Instantaneous
Saving Throw: Will negates (harmless)

You warp the light around you, moving you and several companions great distances. This ability functions exactly like Teleport, but with the following exceptions. First, you can travel to any location you desire without a distance limit, but you can only teleport to a location located on the plane you use the Truth on and that you have at least seen causally (see the Teleport spell). In addition, this Truth has a zero percent chance of falling off course. Finally, the Dawnseeker cannot use this Truth in an area void of light or end in an area void of light; if they do attempt to end in area void of light, the Truth places them at the nearest location with a light source.


Lens of the Mind
Shimmering Skin: Touched creature becomes more difficult to strike
Screen of Disbelief: Rearrange light to produce an image that isn't really there.
Shatter Form: Distorts a creature's light, breaking it into pieces.


Shimmering Skin
Dawnseeker Path
Lens of the Mind
Prerequisites: Dawnseeker Level 1
Action: Standard action
Range : Touch
Effect: Touched creature becomes more difficult to strike
Target: 1 creature per five Caster Levels
Duration: 1 round per Caster Level
Saving Throw: Will negates (harmless)

You cause the form of the target creature to shimmer and flicker, making them difficult to strike. All melee and ranged attacks made against the creature have a 20% chance to fail, as if they were the subject of a Blink spell. When your Caster Level is equal to 14 or more, this failure chance increases to 50%, as if the subjects were affected by a Displacement spell.

Screen of Disbelief
Dawnseeker Path
Lens of the Mind
Prerequisites: Shimmering Skin Truth, Dawnseeker Level 3
Action: Standard action
Range : 50 feet + 5 feet per Caster Level
Effect: One illusionary scene
Target: One square per Caster Level
Duration: 1 hour per Caster Level
Saving Throw: Will negates

You alter the light within the Truth's target area to your liking. This ability can create an unlimited number of illusions within its area, from terrain (as Illusionary Terrain) to creating objects and creatures (as Major Image). Illusions created by this Truth are only visual; they do not create auditory or olfactory illusions. However, true illusion spells can add such effects. Succeeding on a Will Save against this effect allows the creature to disbelieve everything within the Truth's area. Creatures created by the Truth can attack, but they are only semi-real and have 20% of their normal Hit Points, do 20% less damage, and any action they attempt against a non-illusionary creature has a 20% chance to fail. If a creature succeeds on their Will Save, damage done by illusions created by this Truth is reduced to 10% and all actions they attempt against the disbelieving creature have a 50% chance to fail. Finally, this Truth can be used to dispel all illusion effects within the target area, as if using a True Seeing spell.

Shatter Form
Dawnseeker Path
Lens of the Mind
Prerequisites: Shimmering Skin Truth, Screen of Disbelief Truth, Dawnseeker Level 6
Action: Standard action
Range : Touch
Effect: Distorts a creature's light, breaking it into pieces
Target: One creature
Duration: Permanent; see text
Saving Throw: Fortitude negates

You shatter the touched creature's light, and in return, their body. This Truth causes the creature's form to split into multiple separate creatures. If the creature fails its Fortitude Save, roll 1d4. The touched creature splits into a number of separate creatures equal to the die result. The new creatures appear in open spaces adjacent to the creature they were split from. All creatures, including the original, divide their total Hit Points, Ability Scores, and Base Attack Bonus evenly between each copy. For example, if a creature is split in two, each creature has half the number of Hit Points, Ability Score Points, and Base Attack Bonus of the original. This separation does not include Magic Items, and magic items and any supplies other then basic clothing are not duplicated. A shattered creature cannot gain experience until it and their shards are reunited, a process which can only be done via a Wish or Miracle spell. If a copy is killed (including the original), the others remain alive, and the creature's Hit Points and Ability score points are transfered to the other's as a potential for healing. For example, if three copies are made and one of the three dies, the remaining two can be healed to regain up to half of its Hit Points and Ability Score Points, and they instantly gain back their Base Attack Bonus. If it is shattered, however, that fragment of the creature's soul is lost, and a Resurrection spell or a similar spell must be cast normally upon it to regain that soul shard and continue regaining experience. If all shattered creatures die, their soul reunites in the afterlife and can be resurrected normally.



Prism of Rainbows
Shimmering Glare: Attempts to blind the target with a flash of light.
Myriad Mirage: Completely distorts the creature’s vision with bouts of color.
Rainbow of the Beholder: Seven rainbows mimic a beholder’s powers.


Shimmering Glare
Dawnseeker Path
Prism of Rainbows
Prerequisites: Dawnseeker Level 1
Action: Standard action
Range: 50 feet + 5 feet per Caster Level
Effect: Burst of light blinds creatures
Target: 1 creature per Caster Level
Duration: 1 round per Caster Level
Saving Throw: Fortitude negates

You cloak yourself in a wreath of rainbow light that sears the eyes of those that gaze upon it. This ability is a gaze attack and follows all of the normal rules for a gaze attack. A creature that fails their Saving Throw against the ability becomes blinded for 1d4 rounds. The Dawnseeker does not cause the blinding effect; the light they wrap themselves in does. The Dawnseeker is immune to the effects of their own Shimmering Glare, but their allies are not. The veil of light that the Dawnseeker wraps themselves in persists for the duration of this Truth, during which time the veil makes its gaze attacks. Creatures that are already blinded by this are still subject to this Truth, and if they fail their Saving Throw multiple times, the number of rounds they are blinded for stacks.

Myriad of Mirage
Dawnseeker Path
Prism of Rainbows
Prerequisites: Shimmering Glare Truth, Dawnseeker Level 3
Action: Standard action
Range: 50 feet + 5 feet per Caster Level
Effect: Completely distort reality for the subject
Target: One creature
Duration: 1 round per Caster Level
Saving Throw: Will negates

You fire a burst of light at the creature, causing it to see stars. If the subject fails its Saving Throw, the creature sees stars and other retinal feedback that makes it more likely to fail at its tasks. The creature has a 20% chance to fail any attack roll, skill check, or Saving Throw it makes for the duration of this Truth.

Rainbow of the Beholder
Dawnseeker Path
Prism of Rainbows
Prerequisites: Shimmering Glare Truth, Myriad of Mirage Truth, Dawnseeker Level 6
Action: Standard action
Range: 50 feet + 5 feet per Caster Level
Effect: 1 beam per three Caster Levels
Target: One creature
Duration: Instantaneous; see text
Saving Throw: See text

Like the creature that gives this ability its name, several beams of light at a target, bestowing a different negative effect upon it. When using this ability, you must first succeed on a ranged touch attack against your target creature. Then, you roll a d% and use the beam that corresponds with your result.

00-14: The creature is struck by the red beam, which burns the target more intensely then any fire. The struck creature takes 4d6 points of damage. This beam ignores damage reduction and resistances.
15-28: The creature is struck by the orange beam, which attempts to sap it of all of its strength. The creature must make a Fortitude Save (DC 10 + your Dawnseeker level + your Charisma modifier) or become exhausted.
29-42: The creature is struck by the yellow beam, which causes the creature to lose control of its body completely. The creature must make a Fortitude Save (DC 10 + your Dawnseeker level + your Charisma modifier) or become paralyzed for 1d4 minutes. At the start of each of its turns, the paralyzed creature can attempt a new Fortitude Save to shrug off the effect.
43-56: The creature is struck by the green beam, which attempts to completely destroy the creature, reducing it to dust. The creature must make a Fortitude Save (DC 10 + your Dawnseeker level + your Charisma modifier) or take 2d6 points of damage per Caster Level you possess. If a creature is reduced to 0 Hit Points by this attack, their body is reduced to a pile of ash.
57-70: The creature is struck by the blue beam, which attempts to lull the creature to sleep. The creature must make a Will Save (DC 10 + your Dawnseeker level + your Charisma modifier) or fall asleep for 1d4 minutes. At the start of each of its turns, the sleeping creature can attempt a new Will Save to break the spell and wake up.
71-84: Indigo: The creature is struck by the indigo beam, which attempts to override its will. The creature must make a Will Save (DC 10 + your Dawnseeker level + your Charisma modifier) or become dominated by you, as the Dominate Monster spell. The creature remains dominated for 1d4 minutes.
85-98: Purple: The creature is truck by the purple beam, which has a random, unusual effect on the creature’s temporal existence. The creature must make a Fortitude Save (DC 10 + your Dawnseeker level + your Charisma modifier). If their Saving Throw fails, roll a d% again and use the effect as shown. Effects that reduce or increase a creature's age are permanent.

0-10: The creature is regressed into its child form. If the creature has a specific monster entry for its child form (two steps below adulthood), use those rules. Otherwise, the creature looses any physical aging bonuses or penalties it had and it's Constitution and Strength are permanently reduced by 4 and its Charisma and Dexterity are permanently increased by 4. Creatures that are already children or younger are not affected by this ability.
11-44: The creature becomes sluggish and unable to react. It is affected by a Slow spell, except it does not gain a Saving Throw against the effect.
45-55: The creature is pulled from the time steam for several rounds. The creature can take no actions for 1d4 rounds, and any turns it has are skipped; it is unaware of anything that happens during the rounds in which it is pulled from the time stream, but it can still be attacked as it sits frozen lifelessly on the battlefield.
56-89: The creature becomes hyper and jittery. It is affected by a Haste spell.
90-100: The creature is aged into an older creature. If the creature has a specific monster entry for its elder form, use its oldest form available. In all other cases, the creature is aged into a venerable creature, loosing any physical aging bonuses and penalties it acquired and permanently reducing its Strength, Dexterity, and Constitution by 3. Creatures that are already venerable are not affected by this ability.

99: The beam starts white, then splits into three random beams. Roll 3d% and use the effects shown. You can select three different targets with your beams and you can select the same target more than once. If any of your results is a 99, you do not gain additional beams and must reroll the 99. If your result is a 100, cancel the three beams generated by originally rolling a 99 and use the 100 instead.
100: You originally fire a single, white beam, but it splinters off into all seven beams from a single attack. You may select up to seven different targets; one for each of your beams. You automatically gain one of each of the seven colors described above; no more, no less. You must follow the normal rules for each beam; including succeeding on a ranged touch attack and making any Saving Throws that are needed. You also can select the targets of each of your beams.


Renewed in Light
Wreath of Light: Wraps an area in light, healing those within it.
Light-Kissed: Blesses a lingering wreath of light on the creature, automatically healing it when it takes damage.
Renew Life's Inner Light: Revitalize the target from all damage.


Wreath of Light
Dawnseeker Path
Renewed in Light
Prerequisites: Dawnseeker Level 1
Action: Standard action
Range : 10 feet + 1 foot per Caster Level
Effect: Wraps an area in light, healing those within it
Target: 1 square per three Class Levels
Duration: 1 round per four Caster Levels
Saving Throw: Will negates (harmless); see text

You wrap an area in positive energy, healing those within it. You can select one square per three caster levels you possess, and any creature that is partially or fully within the area you designate is healed for 1d6 per three Caster Levels you possess, +1 per Caster Level you possess. Any undead creatures within the designated area take damage instead, but a successful Will Save (10 + your Dawnseeker Level + your Charisma modifier) halves this damage.

Light-Kissed
Dawnseeker Path
Renewed in Light
Prerequisites: Wreath of Light Truth, Dawnseeker Level 3
Action: Standard action
Range : Touch
Effect: Blesses a lingering wreath of light on the creature, healing it when it takes damage
Target: Touched creature
Duration: 1 minute per Caster Level
Saving Throw: Will negates (harmless)

You wrap the touched creature in a veil of positive energy, allowing them to be instantly healed of any damage they take while the ability is in effect. This effectively prevents damage the creature would take. Upon using this Truth, roll 1d4+1 per Caster Level you possess. While the touched creature is benefting from this Truth, they take no damage, up until the damage prevented by this Truth equals your roll result. This Truth only prevents damage; it does not prevent any secondary effects caused by attacks, abilities, spells, etc, and damage that exceeds the amount that this Truth can prevent still occurs. This Truth does not prevent Ability Score damage, and it cannot protect from damage dealt from dehydration, suffocation, or any similar damage types. If the creature takes enough damage that their remaining Hit Point total would be reduced to -10 or they are successfully affected by an effect that would slay them outright, they automatically die. Otherwise, the creature is protected by this Truth. This ability cannot be used on creatures that are not healed by positive energy.

Renew Life's Inner Light
Dawnseeker Path
Renewed in Light
Prerequisites: Wreath of Light Truth, Light-Kissed Truth, Dawnseeker Level 6
Action: Varies; see text
Range : Touch
Effect: Revitalize the target from all damage
Target: Touched creature
Duration: Instantaneous
Saving Throw: None

You touch the creature, infusing it with light and attempting to heal even its most grievous wounds. For each round you touch the creature, it restores 10% of its total Hit Points. In addition, on each round, the creature is healed for 1d4 points of Ability Damage, 1 point of Ability Drain, one negative level, and one status condition, all of which are your choice. This healing can also be used to reattach limbs. Finally, you can use this ability to resurrect a recently deceased creature. This ability is cast as Raise Dead, but with the following exceptions. The creature must not have died longer then 1 minute per Caster Level from when the Truth was originally cast and the Dawnseeker must have a minimum of the creature's complete skeleton (or exoskeleton, depending on the creature). Also, the Dawnseeker must channel this Truth for one minute per Hit Die of the deceased creature. Upon completing the casting for this Truth, the creature returns to life with no penalties; they suffer no experience, level, or Constitution loss. They are not revived with any Spell Slots, Power Points, or Maneuvers readied.



Resplendent Amplification
Ion Burst: Fires a ray of irritated light at the target, causing damage.
Searing Smite: Burns the target with light.
Misconstrue Light: Blocks the natural flow of energy within a creature, dealing massive damage.


Ion Burst
Dawnseeker Path
Resplendent Amplification
Prerequisites: Dawnseeker Level 1
Action: Standard
Range : 100 feet + 10 feet per Caster Level
Effect: Fires a ray of irritated light at the target, causing damage
Target: One creature per four Caster Levels
Duration: Instantaneous
Saving Throw: None; see text

You fire rays of charged light at your foes, battering them with its force. As part of this ability, make a ranged touch attack against your target creatures. A successful ranged touch attack deals 1d6 points of damage per four Caster Levels you possess. In addition, a creature that is struck by at least one of these rays must make a Fortitude Save (DC 10 + your Dawnseeker Level + your Charisma modifier) or become dazzled for 1d4 rounds.

Searing Smite
Dawnseeker Path
Resplendent Amplification
Prerequisites: Ion Burst, Dawnseeker Level 3
Action: Standard action
Range : 50 feet + 5 feet per Caster Level
Effect: Burns the target with light
Target: One creature per three Caster Levels
Duration: Instantaneous
Saving Throw: None

You hurl a ball of searing light at your foe, burning it with radiance. Affected creatures take 5d6 points of damage. In addition, all creatures targeted become dazzled for 1d3 rounds.

Misconstrue Light
Dawnseeker Path
Resplendent Amplification
Prerequisites: Ion Burst Truth, Searing Smite Truth, Dawnseeker Level 6
Action: Standard action
Range : 10 feet + 1 foot per Caster Level
Effect: Blocks the natural flow of energy within a creature, dealing massive damage
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial

Light is little more then energy, and you can use your mastery of light to manipulate the energy that courses through your foes. The target of this ability is wrecked by their own energies, taking 1d6 points of damage per Hit Die it possesses, up to a number of dice equal to your Caster Level plus your Charisma modifier. In addition, the wrecking hinders the creature's body, first paralyzing it for one round, immobilizing it for 1d4 rounds, and dazing it for 2d4 rounds. A creature that succeeds on their Saving Throw (DC 10 + your Dawnseeker Level + your Charisma modifier) takes half damage from this effect. In addition, the creature is not paralyzed, though they are immobilized for 1 round and dazed for 1d4 rounds.


Spiritual Illumination
Open Mind: Open the target's mind with illuminating ideas.
Emboldened Heart: Fortify the target's heart with the courage of the Light.
Halo of Resounding Perfection: Grants insight to its wearer.


Open Mind
Dawnseeker Path
Spiritual Illumination
Prerequisites: Dawnseeker Level 1
Action: Standard action
Range : Touch
Effect: Open the target's mind with illuminating ideas
Target: Touched creature
Duration: 1 minute per Caster Level
Saving Throw: Will negates (harmless)

You open the touched creature's mind, enlightening them to all things. The touched creature gains a +4 enhancement bonus to their Intelligence, Wisdom, and Charisma for the duration of this Truth.

Emboldened Heart
Dawnseeker Path
Spiritual Illumination
Prerequisites: Open Mind Truth, Dawnseeker Level 3
Action: Standard action
Range : 10 feet + 1 foot per Caster Level
Effect: Fortify the target's heart with the courage of the Light
Target: One creature per three Caster Levels
Duration: 1 round per Caster Level
Saving Throw: Will negates (harmless)

The touched creature is warmed and strengthen by the Light. The creature gains a +1 morale bonus to their Will Save per four Caster Levels you possess. In addition, it gains a +2 insight to Attack rolls, a +2 insight bonus to their effective Caster Level, Manifester Level, or Binder Level (which ever apply), a +2 insight bonus to their Armor Class, and a +2 insight bonus to their Fortitude and Reflex Saves.

Halo of Resounding Perfection
Dawnseeker Path
Spiritual Illumination
Prerequisites: Open Mind Truth, Emboldened Heart, Dawnseeker Level 6
Action: Standard action
Range : Touch
Effect: Grants insight to its wearer
Target: One creature
Duration: One hour per Caster Level
Saving Throw: Will negates (harmless)

You form a halo of light around the subject's head, granting them a wide variety of bonuses. First, the subject gains a +1 insight bonus on all d20 rolls they make per four Caster Levels you possess. In addition, if you would be reduced to below 0 Hit Points while the halo is active, the halo is automatically removed and your Hit Points become 0 (even if you would have died) and you stabilize. Finally, once per use of this ability, the creature you use Halo of Resounding Perfection on can reroll a single die result regardless of its size before the result of the die is known, or before its effects are confirmed.


PLAYING A DAWNSEEKER

There are those who walk in the Light and those who are forever cloaked in Darkness. Despite their names, a Dawnseeker is none of these; they are forever destined to walk in the twilight of existence. Their original trade has a Dawnseekr focus solely as a manipulated of Darkness, which is why to the untrained observer, a Dawnseeker seems to be a redeemed Shadowcaster, using the powers of Light and sacrificing some of their dark lore in exchange. However, those who truly know the nature of Light and Darkness know that they are forever intertwined, and after what could have been a lifetime of dabbling in the darkness, a Dawnseeker simply spends their time balancing out their yin with yang.

Combat: In combat, Dawnseekers often prefer to use their Light-based abilities over their Darkness-based ones. This is by no means because of their disinterest in Darkness, but the shining power of their Light tends to overwhelm their shadowy abilities. Dawnseekers can have a wide variety of roles in a party depending on the Truths they use, and many of their abilities are similar to a Cleric or Druid's own abilities.

Advancement: Staining one's soul with Darkness is something that can never go away, even when bleached by Light. Because of the deep imprints left on a Dawnseeker's soul by their selection in power sources, most Dawnseekers only take levels from the Shadowcaster and Dawnseeker classes; although they trade in their Mysteries for Truths, a Dawnseeker does not loose any of the dark lore they acquired during their time as a Shadowcaster, and is expected to maintain a balance of the two extremes that fight for control within their bodies.

Resources: A Dawnseeker's primary resources are their powers; Dawnseekers do not have an organized group, nor are they compelled to aid or adventure with one another. Embellishing themselves with the Light does not change a Dawnseeker's personality, and most retain the gloomy, nomad habits they had as Shadowcasters. Only an extreme event can change anyone's personality, for better or worse.

DAWNSEEKERS IN THE WORLD

"Bless his heart, all the good that the man does in the name of the Light."
~ Ida Hearthen, to herself moments before her husband was slain by a Dawnseeker

Dawnseekers are scientists and experimenters above all else. They seek to understand the relationship between Light and Darkness, and it is a search that causes most Dawnseekers to analyze all of creature, and even the beginning of the cosmos itself. They do not work together for any common goal, instead focusing on their own achievements and accomplishments. Many Dawnseekers are praised as champions of Light, which is not true. They are intellects with a hunger for knowledge, and few of them tolerate the petty Divine Wars or earthly affairs that plague the world.

Daily Life: Most Dawnseekers spend their time doing just that; seeking. They spend their days and nights travelling, experiencing, and learning about Light and Darkness, yin and yang, good and evil. They then bring these observations to their own private laboratories and sanctums to experiment and reflect. A Dawnseeker's lair is one of little treasure, but great knowledge involving the nature of things. Few Dawnseekers care about ideal gossip though, and they are not good choices when one is looking for information outside of their focused disciplines.

Notables: Few Dawnseekers do anything notable, and therefore few Dawnseekers are renown, and most of them prefer it this way. Dawnseekers typically become famous post-mortiem, and its only when adventurers raid their long-dormant lairs for treasure, finding only knowledge and science. Such knowledge is usually unceremoniously credited to the person who can first make sense of the Dawnseeker's research.

Organizations: Dawnseekers do not belong to any organizations. While some may have originally held affiliations with any number of Shadowcaster guilds or cults, those Shadowcasters see their former Dawnseeker contemporaries as traitors to their way of life. This disdain is what causes most Dawnseekers to find secluded areas to study in the first place.

NPC REACTION

Most people view Light and Darkness in very rigid ways; Darkness is always evil and Light is always good. While nothing is ever truly as it seems, people are naturally more trusting of someone who wields Light over Darkness, and Dawnseekers strike many individuals as "redeemed souls." Whether or not this statement holds true depends on each individual Dawnseeker, however.

DAWNSEEKERS IN THE GAME

Dawnseekers can excel as both defensive and offensive spellcasters, depending on their Truth choices. Many of the Paths of Light add Cleric-like abilities to a Shadowcaster's arsenal, however, the Dawnseeker will end up with less abilities to draw upon then a Shadowcaster who follows their path all the way will. The Truths a Dawnseeker receives more then make up for this, granting the Dawnseeker powerful and unique abilities they could not have gained otherwise.

Golden-Esque
2010-05-01, 05:16 PM
I feel like I should explain why this is posted here. I developed this class for the Prestige Class contest, but I missed a line in the contest rules, so this class wasn't qualified for the contest. I decided to remove it from the contest instead of altering it, but I didn't want to drop all this work, since this is the class that built the foundations for my Bender project. So, enjoy if you want to :).