Codemus
2011-10-21, 02:45 PM
http://i535.photobucket.com/albums/ee358/Ghalmarak/DiscipleofBalance.jpg
The Harmonic Avatar is a fearsom foe indeed.
Adventures: A Disciple of Balance tends to seek out a life of adventure as a means of broadening his experience in the meaning of life and death. It is viewed as a test of both their devotion and skills.
Characteristics: The Disciples pulls divine power directly from the energy planes. They are equally adept at both healing damage and causing suffering, but are not as skilled in martial pursuits as a fighter or cleric.
Alignment: Typically, a Disciple of Balance is some type of neutral, in an effort to attain some amount of the uncaring nature of the universe. As they generally do not adhere to any code of conduct, there is no restriction upon their alignment.
Religion: Unlike Clerics, Disciples do not tend to serve any one god. Instead they meditate upon the nature of the planes in general, and of the energy planes specifically.
Background:
Races: Any race with some amount of aptitude in divine magic can easily take on the mantle of the Disciple, though the class’s relative obscurity means there are few Disciples.
Other Classes: A Disciple of Balance cares little of other classes, and even less of Clerics. All that matters to the Disciple is that there are bodies between him and his opponents.
Role: The Disciple functions as an excellent healer, with the ability to deal damage and cripple his opponents sweetening the deal.
Game Rule Information
Abilities: Wisdom determines how powerful a spell a Disciple can cast, how many spells he can cast, and how hard those spells are to resist. A high Intelligence score is helpful since it adds to both his healing and damage, plus it determines the number of cantrips they have and how powerful latter effects are. Constitution is also important for increased health.
Alignment: Any Neutral
Hit Die: d6
Disciple of Balance
{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special|1st|2nd|3rd|4th|5th|6t h|7th|8th|9th
1st|+0|+2|+0|+2|The Path to Balance, Orisons, Spells|2|-|-|-|-|-|-|-|-
2nd|+1|+3|+0|+3|Planar Empathy|3|-|-|-|-|-|-|-|-
3rd|+1|+3|+1|+3|Planar Subsistence (eat 1 meal/week, sleep 1 hour/day)|3|2|-|-|-|-|-|-|-
4th|+2|+4|+1|+4|Discordant Backlash|4|3|-|-|-|-|-|-|-
5th|+2|+4|+1|+4|-|4|3|2|-|-|-|-|-|-
6th|+3|+5|+2|+5|-|4|4|3|-|-|-|-|-|-
7th|+3|+5|+2|+5|The Path to Power|5|4|3|2|-|-|-|-|-
8th|+4|+6|+2|+6|Elemental Cohort |5|4|4|3|-|-|-|-|-
9th|+4|+6|+3|+6|-|5|5|4|3|2|-|-|-|-
10th|+5|+7|+3|+7|Planar Subsistence (Immune to poison/disease)|5|5|4|4|3|-|-|-|-
11th|+5|+7|+3|+7|-|6|5|5|4|3|2|-|-|-
12th|+6/+1|+8|+4|+8|Planar Wings|6|5|5|4|4|3|-|-|-
13th|+6/+1|+8|+4|+8|-|6|6|5|5|4|3|2|-|-
14th|+7/+2|+9|+4|+9|The Path to Stability|6|6|5|5|4|4|3|-|-
15th|+7/+2|+9|+5|+9|Planar Subsistence (No need to breathe, eat, or sleep)|6|6|6|5|5|4|3|2|-
16th|+8/+3|+10|+5|+10|Harmonic Cohort |6|6|6|5|5|4|4|3|-
17th|+8/+3|+10|+5|+10|-|6|6|6|6|5|5|4|3|2
18th|+9/+4|+11|+6|+11|Harmonic Wings|6|6|6|6|5|5|4|4|3
19th|+9/+4|+11|+6|+11|Auras of Energy|6|6|6|6|6|5|5|4|4
20th|+10/+5|+12|+6|+12|The Path to Harmony|6|6|6|6|6|5|5|5|5[/table]
Class Skills
The Disciple’s class skills (and the key ability for each skill) are; Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (All skills, taken individually)(Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Proficiencies: Disciples of Balance are proficient with all Simple weapons and light armor, but not with shields.
Spells: A Disciple casts divine spells which are drawn from the Disciple spell list given below. A Disciple must choose and prepare his spells in advance. To prepare or cast a spell, a Disciple must have a Wisdom score of 10 + the spell’s level. The Difficulty Class for a saving throw against a Disciple’s spell is 10 + the spell’s level + the Disciple’s Wisdom modifier.
Like other spellcasters, a Disciple can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given above. In addition, he receives bonus spells per day if he has a high Wisdom score.
The Disciple does not acquire his spells from books or scrolls, nor does he prepare them through study. Instead, he must meditate for his spells, receiving them through his own strength of will. Each Disciple must choose a time at which he must spend 1 hour each day in quiet meditation to regain his daily allotment of spells.
Time spent resting has no effect on whether a Disciple can prepare spells. A Disciple may prepare and cast any spell on the Disciple spell list, provided he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Spell List:1st level spells:
Light-
Bless Water
Cure Light Wounds
Dark-
Cause Fear
Chill Touch
Curse Water
Deathwatch
Doom
Inflict Light Wounds
Ray of Enfeeblement
2nd level spells:
Light-
Cure Moderate Wounds
Delay Poison
Lesser Restoration
Remove Paralysis
Bear’s Endurance
Bull’s Strength
Cat’s Grace
Owl’s Wisdom
Eagle’s Splendor
Fox’s Cunning
Dark-
Blindness/Deafness
Command Undead
Death Knell
False Life
Gentle Repose
Ghoul Touch
Inflict Moderate Wounds
Scare
Spectral Hand
3rd level spells:
Light-
Cure Serious Wounds
Remove Disease
Remove Blindness/Deafness
Dark-
Animate Dead
Bestow Curse
Contagion
Fear
Inflict Serious Wounds
Poison
Ray of Exhaustion
Speak with Dead
Vampiric Touch
4th level spells:
Light-
Cure Critical Wounds
Neutralize Poison
Restoration
Dark-
Death Ward
Enervation
Panacea
Mark of Justice
Inflict Critical Wounds
5th level spells:
Light-
Mass Cure Light Wounds
Raise Dead
Plane Shift
Dark-
Blight
Magic Jar
Mass Inflict Light Wounds
Slay Living
Revivify
Symbol of Pain
Waves of Fatigue
6th level spells:
Light-
Bolt of Glory
Mass Cure Moderate Wounds
Dark-
Circle of Death
Create Undead
Eyebite
Harm
Mass Inflict Moderate Wounds
Symbol of Fear
Undeath to Death
7th level spells:
Light-
Greater Restoration
Heal
Mass Cure Serious Wounds
Regenerate
Resurrection
Dark-
Control Undead
Destruction
Mass Inflict Serious Wounds
Symbol of Weakness
Waves of Exhaustion
8th level spells:
Light-
Mass Cure Critical Wounds
Dark-
Clone
Create Greater Undead
Mass Inflict Critical Wounds
Symbol of Death
9th level spells:
Light-
Mass Heal
True Resurrection
Dark-
Astral Projection
Energy Drain
Soul Bind
Wail of the Banshee
The Path to Balance (Ex): Whenever a Disciple casts a spell that cures hit points or deals negative energy damage (and vice versa), he adds his Intelligence modifier + 1/2 his class level to the amount of damage healed or dealt. This ability only works with spells that use positive or negative energy.
At 7th level this ability becomes The Path to Power. Whenever a Disciple casts a spell that cures hit points or deals either positive or negative energy damage, the spell is treated as if it was cast using the Empower Spell feat. The spell does not use up a higher-level slot. Add the previous bonus after this effect.
At 14th level this ability becomes The Path to Stability. Whenever a Disciple casts a spell that cures hit points or deals either positive or negative energy damage, the spell is treated as if it was cast using both the Empower Spell and Maximize Spell feats. The spell does not use up a higher-level slot. Add the 1st level bonus after this effect.
Orisons (Sp): At first level, a Disciple gains a number of orisons from the Cleric’s spell list equal to his Intelligence modifier. They may use these orisons any number of times per day as a spell-like ability. The Disciple may change his selection of orisons when he meditates to regain his spells for the day.
Planar Empathy (Ex): A Disciple can use body language, vocalizations, and demeanor to improve the attitude of a native of the elemental or energy planes (such as a djinn, vivacious creatures). This ability functions just like a Diplomacy check made to improve the attitude of a person. The Disciple rolls 1d20 and adds his Disciple level and his Wisdom modifier to determine the Planar Empathy check result. The typical animal and some sentient beings have a starting attitude of indifferent, while wild animals and overtly hostile natives (such as efreet) are usually unfriendly.
To use Planar Empathy, the Disciple and the target must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A Disciple can also use this ability to influence magical beasts native to the Material plane with an Intelligence score of 1 or 2 (such as a basilisk or girallon), but he takes a –4 penalty to the check.
Planar Subsistence (Su): The Disciple starts to tap into the energy of the very planes to fuel his bodily functions. At 3rd level he only needs to eat a single meal per week to maintain health and only needs one hour of sleep per night. At 10th level, he gains immunity to all diseases and poisons. Finally, at 15th level, he no longer needs to breathe and never needs to eat or sleep. He now draws nourishment directly from the planes themselves.
Discordant Backlash (Sp): At 4th level, the Disciple gains the ability to channel the combined energies into a defensive shield. Twice per day, the Disciple can enshroud himself in discordant energies as a Standard action. Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes (2d4 + 1 point per caster level) points of sonic damage due to the strike disrupting the delicate balance between the opposing energies. Creatures wielding weapons with exceptional reach, such as long spears, are not subject to this damage if they attack you.
When using this ability, you appear to immolate yourself, but the flames are thin and wispy, giving of dim light equal to a small candle. The color of the flames alternate between black and white in a random pattern.
Elemental Cohort (Su): When a Disciple attains 8th level, he gains the servitude of an elemental. Once per day, as a full-round action, he may magically call upon the cohort from the plane in which it resides. The cohort immediately appears adjacent to the Disciple and remains for 1 hour per Disciple level. It may be dismissed at any time as a free action. The cohort is the same type of elemental each time it is called, though the Disciple may release one elemental from service to gain an elemental of a different kind. Each time the cohort is called, it appears at full health, regardless of any damage it may have taken previously. Calling the cohort is a conjuration effect.
Should the cohort die, it immediately disappears, leaving behind any equipment it was carrying. The Disciple may not call another cohort for 30 days or until he gains a Disciple level, whichever comes first, even if the cohort is somehow returned from the dead. During this 30-day period, the Disciple is thrown out of harmony with the planes and takes a –1 penalty to his Caster Level.
Planar Wings (Su): The Disciple can manifest a pair of wings that give him a fly speed of 60 feet (good maneuverability). The wings can be either white or black in coloration, and either feathered or bat like. Manifesting the wings is a swift action, releasing them is a free action. They appear at his back regardless of any items or clothing the Disciple is wearing.
Harmonic Cohort (Su): As the Disciple improves, so to does his cohort. Now both positive and negative energy heal the cohort, and it gains Fast Healing 5. In addition, an even blend of both positive and negative energy enhances its attacks. It adds +4d4 damage to any natural attack it makes.
Harmonic Wings (Su): The Disciple’s wings improve, giving him a speed of 120 feet (good maneuverability). If he so chooses, the Disciples wings can now appear spectral and gray. It is now a free action to both manifest and dismiss his wings.
Auras of Energy (Su): At 19th level, the Disciple can rip a piece of one of the energy planes from its home dimension and bring it to the material plane. He gains the ability to project an aura of either Positive or Negative energy. Doing so is a Standard action, and it can be dismissed as a Free action. This ability can be used once a day for a number of rounds equal to his Intelligence modifier x 10. Both himself and his cohort are immune to his auras.
Aura of Positive Energy – The Disciple becomes encased in a pillar of crackling white fire, projecting tremendous amounts of positive energy out in a 60ft area centered upon him. Everything within the area brightens considerably as phantom tongues of white flames flicker in the air. Any living creature within the aura gains Fast Healing equal to its Constitution Modifier plus the Disciple's Intelligence modifier, but creatures with immunity to positive energy effects are not affected by this aura. However, just like on the positive plane, this healing is a double-edged sword.
If the creature reaches maximum health, it starts gaining temporary health instead. If this temporary health reaches the same total as its maximum health (ex. a creature with 100 hp reaches 100 hp and 100 thp), the creature is instantly slain as it explodes in a blast of positive energy. The blast heals (or deals if undead) 15d6 damage to all creatures within 15ft of the blast. This healing will convert to temporary health as if it was healing from the aura.
Any undead creatures within the auras range instead take damage equal to its Charisma modifier plus the Disciple's Intelligence modifier each round. Any undead creature killed by the aura cannot be raised as an undead ever again, though a Wish or Miracle will undo the aura's effect.
Aura of Negative Energy – The Disciple becomes a humanoid shaped void to the negative plane, sucking in all light and projecting tremendous amounts of negative energy out in a 60ft area centered upon himself. All color fades within the aura while nearby shadows lengthen and begin to move on their own. Any undead creature within the aura gains Fast Healing equal to its Charisma Modifier plus the Disciple's Intelligence modifier, but creatures with immunity to negative energy effects are not affected by this aura. Just like the positive aura, this is can be dangerous for the undead.
If the creature reaches maximum health, it starts gaining temporary health instead. If this temporary health the same total as its maximum health, the creature is instantly slain as it explodes in a blast of negative energy. The blast heals (or deals if living) 15d6 damage to all creatures within 15ft of the blast. This healing will convert to temporary health as if it was healing from the aura.
Any living creatures within the auras range instead take damage equal to its Constitution modifier plus the Disciple's Intelligence modifier each round. Any living creature killed by the aura cannot be raised, reincarnated, or resurrected. A Wish or Miracle can bring the creature back to life.
The Path to Harmony (Su): At 20th level, the Disciple gains perfect harmony with the positive and negative energy planes. He becomes an Outsider (Native), is healed by both positive and negative energy, and gains damage reduction 15/Magic.
He also gains the ability the power to transform himself into a Harmonic Avatar. This ability may be used once a day for a number of rounds equal to his Intelligence modifier x 3.
Harmonic Avatar – The Disciple grows in size, becoming a being of harmonic energy. He erupts with black and white flames, and everything within a 60 ft. area turns to shades of gray.
While in this state he gains the following effects:
-His size increases to Huge
-He gains Spell Resistance 30
-He gains Fast Healing equal to his Wisdom modifier plus his Intelligence modifier
-When he is struck by any melee attack, the attacker takes 5d8 damage (this overrides Harmonic Backlash)
-He gains damage reduction 10/- in addition to his existing damage reduction
-He gains the ability to create a weapon of discordant energies as a standard action. This weapon may be any two-handed martial weapon. It counts as a Huge +5 Shadow Striking*, Vicious weapon. He is automatically proficient with it, and may use his Wisdom instead of his Strength to determine his bonus to hit and extra damage dealt. (*Shadow Striking can be found in the Tome of Magic supplement) The weapon disintegrates immediately upon leaving his grip.
The Disciple's Cohort
The Disciple's cohort is different from a normal creature of its kind in many ways. The standard cohort for a Disciple is a small elemental. It is superior to a normal elemental and has special powers, as described below.
{table=head]Disciple Level|Bonus HD| Natural Armor Adj.|Str/Dex/Int Adj.|Special
8th-11th|+0|+0|+0|Empathic Link, Improved Evasion, Share Saving Throws, Share Spells
12th-14th|+2|+2|+2|Size Increase
15th-17th|+4|+4|+2|Devotion, Size Increase
18th-20th|+6|+6|+3|Improved Speed, Spell Resistance, Size Increase[/table]
Cohort Basics: Use the base statistics for the creature of the cohort's kind, but make the following changes:
Disciple Level: The character’s Disciple level, which has a direct effect on the extent of the cohort's special powers.
Bonus HP: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Bonus Hit Dice improve the cohort's base attack and base save bonuses. A cohort's base attack bonus is the same as that of a cleric of a level equal to the cohort's HD. A cohort has good Fortitude and Reflex saves (treat it as a character whose level equals the creature’s HD). The cohort gains extra 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 creature’s existing natural armor bonus. It represents the preternatural toughness of a Disciple's cohort.
Str/Dex/Int Adj: Add this figure to the cohort's Stength, Dexterity, and Intelligence scores.
Empathic Link (Su): The Disciple has an empathic link with his cohort out to a distance of up to 1 mile. The Disciple cannot see through the cohort’s eyes, but they can communicate telepathically. Note that misunderstandings are always possible due to the strange way elementals think. Because of this empathic link, the Disciple has the same connection to an item or place that his cohort does, just as with a master and his familiar.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving for half damage, a cohort takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Saving Throws: For each of its saving throws, the cohort uses its own base save bonus or the Disciple's whichever is higher. The cohort applies its own ability modifier to saves, and it doesn’t share any other bonuses on saves that the Disciple might have (such as from magic items or feats).
Share Spells: At the Disciple's option, he may have any spell (but not any spell-like ability) he casts on himself also affect his cohort. The cohort must be within 5 feet at the time of the casting to receive the benefit. If the spell or effect has duration other than instantaneous, it stops affecting the cohort if the creature moves farther than 5 feet away and will not affect the cohort again even if it returns to the Disciple before the duration expires. Additionally, the Disciple may cast a spell with a target of “You” on his cohort (as a touch range spell) instead of on himself. A Disciple and his cohort can share spells even if the spells normally do not affect creatures of the cohort’s type.
Size Increase: The Disciple's elemental cohort grows in size. It goes up one size catagory every time it recieves this ability. It cannot grow past Huge in this manner.
Devotion (Ex): A cohort’s devotion to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.
Improved Speed (Ex): The cohort’s base ground speed increases by 10 feet.
Spell Resistance (Su): A cohort’s spell resistance equals its master’s Disciple level + 5
The Elemental Cohort is a small elemental of one of the following types: Air, Earth, Fire, Water.
At 16th level add Shadow* to the list of elemental cohort types.
* - Tome of Magic
=-Other related information-=
So I've let it sit for about a month. Had other things going on, so I couldn't spare much time for this. The imbalance in the light side/dark sight spell list. I'm not going to worry about it anymore though, the dark side has the fun stuff anyway. :smallwink:
I'm hesitant to declare it done. Something somewhere could use more work, I feel. Oh well, I'll fix it when it comes up. Its done.
The Harmonic Avatar is a fearsom foe indeed.
Adventures: A Disciple of Balance tends to seek out a life of adventure as a means of broadening his experience in the meaning of life and death. It is viewed as a test of both their devotion and skills.
Characteristics: The Disciples pulls divine power directly from the energy planes. They are equally adept at both healing damage and causing suffering, but are not as skilled in martial pursuits as a fighter or cleric.
Alignment: Typically, a Disciple of Balance is some type of neutral, in an effort to attain some amount of the uncaring nature of the universe. As they generally do not adhere to any code of conduct, there is no restriction upon their alignment.
Religion: Unlike Clerics, Disciples do not tend to serve any one god. Instead they meditate upon the nature of the planes in general, and of the energy planes specifically.
Background:
Races: Any race with some amount of aptitude in divine magic can easily take on the mantle of the Disciple, though the class’s relative obscurity means there are few Disciples.
Other Classes: A Disciple of Balance cares little of other classes, and even less of Clerics. All that matters to the Disciple is that there are bodies between him and his opponents.
Role: The Disciple functions as an excellent healer, with the ability to deal damage and cripple his opponents sweetening the deal.
Game Rule Information
Abilities: Wisdom determines how powerful a spell a Disciple can cast, how many spells he can cast, and how hard those spells are to resist. A high Intelligence score is helpful since it adds to both his healing and damage, plus it determines the number of cantrips they have and how powerful latter effects are. Constitution is also important for increased health.
Alignment: Any Neutral
Hit Die: d6
Disciple of Balance
{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special|1st|2nd|3rd|4th|5th|6t h|7th|8th|9th
1st|+0|+2|+0|+2|The Path to Balance, Orisons, Spells|2|-|-|-|-|-|-|-|-
2nd|+1|+3|+0|+3|Planar Empathy|3|-|-|-|-|-|-|-|-
3rd|+1|+3|+1|+3|Planar Subsistence (eat 1 meal/week, sleep 1 hour/day)|3|2|-|-|-|-|-|-|-
4th|+2|+4|+1|+4|Discordant Backlash|4|3|-|-|-|-|-|-|-
5th|+2|+4|+1|+4|-|4|3|2|-|-|-|-|-|-
6th|+3|+5|+2|+5|-|4|4|3|-|-|-|-|-|-
7th|+3|+5|+2|+5|The Path to Power|5|4|3|2|-|-|-|-|-
8th|+4|+6|+2|+6|Elemental Cohort |5|4|4|3|-|-|-|-|-
9th|+4|+6|+3|+6|-|5|5|4|3|2|-|-|-|-
10th|+5|+7|+3|+7|Planar Subsistence (Immune to poison/disease)|5|5|4|4|3|-|-|-|-
11th|+5|+7|+3|+7|-|6|5|5|4|3|2|-|-|-
12th|+6/+1|+8|+4|+8|Planar Wings|6|5|5|4|4|3|-|-|-
13th|+6/+1|+8|+4|+8|-|6|6|5|5|4|3|2|-|-
14th|+7/+2|+9|+4|+9|The Path to Stability|6|6|5|5|4|4|3|-|-
15th|+7/+2|+9|+5|+9|Planar Subsistence (No need to breathe, eat, or sleep)|6|6|6|5|5|4|3|2|-
16th|+8/+3|+10|+5|+10|Harmonic Cohort |6|6|6|5|5|4|4|3|-
17th|+8/+3|+10|+5|+10|-|6|6|6|6|5|5|4|3|2
18th|+9/+4|+11|+6|+11|Harmonic Wings|6|6|6|6|5|5|4|4|3
19th|+9/+4|+11|+6|+11|Auras of Energy|6|6|6|6|6|5|5|4|4
20th|+10/+5|+12|+6|+12|The Path to Harmony|6|6|6|6|6|5|5|5|5[/table]
Class Skills
The Disciple’s class skills (and the key ability for each skill) are; Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (All skills, taken individually)(Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Proficiencies: Disciples of Balance are proficient with all Simple weapons and light armor, but not with shields.
Spells: A Disciple casts divine spells which are drawn from the Disciple spell list given below. A Disciple must choose and prepare his spells in advance. To prepare or cast a spell, a Disciple must have a Wisdom score of 10 + the spell’s level. The Difficulty Class for a saving throw against a Disciple’s spell is 10 + the spell’s level + the Disciple’s Wisdom modifier.
Like other spellcasters, a Disciple can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given above. In addition, he receives bonus spells per day if he has a high Wisdom score.
The Disciple does not acquire his spells from books or scrolls, nor does he prepare them through study. Instead, he must meditate for his spells, receiving them through his own strength of will. Each Disciple must choose a time at which he must spend 1 hour each day in quiet meditation to regain his daily allotment of spells.
Time spent resting has no effect on whether a Disciple can prepare spells. A Disciple may prepare and cast any spell on the Disciple spell list, provided he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Spell List:1st level spells:
Light-
Bless Water
Cure Light Wounds
Dark-
Cause Fear
Chill Touch
Curse Water
Deathwatch
Doom
Inflict Light Wounds
Ray of Enfeeblement
2nd level spells:
Light-
Cure Moderate Wounds
Delay Poison
Lesser Restoration
Remove Paralysis
Bear’s Endurance
Bull’s Strength
Cat’s Grace
Owl’s Wisdom
Eagle’s Splendor
Fox’s Cunning
Dark-
Blindness/Deafness
Command Undead
Death Knell
False Life
Gentle Repose
Ghoul Touch
Inflict Moderate Wounds
Scare
Spectral Hand
3rd level spells:
Light-
Cure Serious Wounds
Remove Disease
Remove Blindness/Deafness
Dark-
Animate Dead
Bestow Curse
Contagion
Fear
Inflict Serious Wounds
Poison
Ray of Exhaustion
Speak with Dead
Vampiric Touch
4th level spells:
Light-
Cure Critical Wounds
Neutralize Poison
Restoration
Dark-
Death Ward
Enervation
Panacea
Mark of Justice
Inflict Critical Wounds
5th level spells:
Light-
Mass Cure Light Wounds
Raise Dead
Plane Shift
Dark-
Blight
Magic Jar
Mass Inflict Light Wounds
Slay Living
Revivify
Symbol of Pain
Waves of Fatigue
6th level spells:
Light-
Bolt of Glory
Mass Cure Moderate Wounds
Dark-
Circle of Death
Create Undead
Eyebite
Harm
Mass Inflict Moderate Wounds
Symbol of Fear
Undeath to Death
7th level spells:
Light-
Greater Restoration
Heal
Mass Cure Serious Wounds
Regenerate
Resurrection
Dark-
Control Undead
Destruction
Mass Inflict Serious Wounds
Symbol of Weakness
Waves of Exhaustion
8th level spells:
Light-
Mass Cure Critical Wounds
Dark-
Clone
Create Greater Undead
Mass Inflict Critical Wounds
Symbol of Death
9th level spells:
Light-
Mass Heal
True Resurrection
Dark-
Astral Projection
Energy Drain
Soul Bind
Wail of the Banshee
The Path to Balance (Ex): Whenever a Disciple casts a spell that cures hit points or deals negative energy damage (and vice versa), he adds his Intelligence modifier + 1/2 his class level to the amount of damage healed or dealt. This ability only works with spells that use positive or negative energy.
At 7th level this ability becomes The Path to Power. Whenever a Disciple casts a spell that cures hit points or deals either positive or negative energy damage, the spell is treated as if it was cast using the Empower Spell feat. The spell does not use up a higher-level slot. Add the previous bonus after this effect.
At 14th level this ability becomes The Path to Stability. Whenever a Disciple casts a spell that cures hit points or deals either positive or negative energy damage, the spell is treated as if it was cast using both the Empower Spell and Maximize Spell feats. The spell does not use up a higher-level slot. Add the 1st level bonus after this effect.
Orisons (Sp): At first level, a Disciple gains a number of orisons from the Cleric’s spell list equal to his Intelligence modifier. They may use these orisons any number of times per day as a spell-like ability. The Disciple may change his selection of orisons when he meditates to regain his spells for the day.
Planar Empathy (Ex): A Disciple can use body language, vocalizations, and demeanor to improve the attitude of a native of the elemental or energy planes (such as a djinn, vivacious creatures). This ability functions just like a Diplomacy check made to improve the attitude of a person. The Disciple rolls 1d20 and adds his Disciple level and his Wisdom modifier to determine the Planar Empathy check result. The typical animal and some sentient beings have a starting attitude of indifferent, while wild animals and overtly hostile natives (such as efreet) are usually unfriendly.
To use Planar Empathy, the Disciple and the target must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A Disciple can also use this ability to influence magical beasts native to the Material plane with an Intelligence score of 1 or 2 (such as a basilisk or girallon), but he takes a –4 penalty to the check.
Planar Subsistence (Su): The Disciple starts to tap into the energy of the very planes to fuel his bodily functions. At 3rd level he only needs to eat a single meal per week to maintain health and only needs one hour of sleep per night. At 10th level, he gains immunity to all diseases and poisons. Finally, at 15th level, he no longer needs to breathe and never needs to eat or sleep. He now draws nourishment directly from the planes themselves.
Discordant Backlash (Sp): At 4th level, the Disciple gains the ability to channel the combined energies into a defensive shield. Twice per day, the Disciple can enshroud himself in discordant energies as a Standard action. Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes (2d4 + 1 point per caster level) points of sonic damage due to the strike disrupting the delicate balance between the opposing energies. Creatures wielding weapons with exceptional reach, such as long spears, are not subject to this damage if they attack you.
When using this ability, you appear to immolate yourself, but the flames are thin and wispy, giving of dim light equal to a small candle. The color of the flames alternate between black and white in a random pattern.
Elemental Cohort (Su): When a Disciple attains 8th level, he gains the servitude of an elemental. Once per day, as a full-round action, he may magically call upon the cohort from the plane in which it resides. The cohort immediately appears adjacent to the Disciple and remains for 1 hour per Disciple level. It may be dismissed at any time as a free action. The cohort is the same type of elemental each time it is called, though the Disciple may release one elemental from service to gain an elemental of a different kind. Each time the cohort is called, it appears at full health, regardless of any damage it may have taken previously. Calling the cohort is a conjuration effect.
Should the cohort die, it immediately disappears, leaving behind any equipment it was carrying. The Disciple may not call another cohort for 30 days or until he gains a Disciple level, whichever comes first, even if the cohort is somehow returned from the dead. During this 30-day period, the Disciple is thrown out of harmony with the planes and takes a –1 penalty to his Caster Level.
Planar Wings (Su): The Disciple can manifest a pair of wings that give him a fly speed of 60 feet (good maneuverability). The wings can be either white or black in coloration, and either feathered or bat like. Manifesting the wings is a swift action, releasing them is a free action. They appear at his back regardless of any items or clothing the Disciple is wearing.
Harmonic Cohort (Su): As the Disciple improves, so to does his cohort. Now both positive and negative energy heal the cohort, and it gains Fast Healing 5. In addition, an even blend of both positive and negative energy enhances its attacks. It adds +4d4 damage to any natural attack it makes.
Harmonic Wings (Su): The Disciple’s wings improve, giving him a speed of 120 feet (good maneuverability). If he so chooses, the Disciples wings can now appear spectral and gray. It is now a free action to both manifest and dismiss his wings.
Auras of Energy (Su): At 19th level, the Disciple can rip a piece of one of the energy planes from its home dimension and bring it to the material plane. He gains the ability to project an aura of either Positive or Negative energy. Doing so is a Standard action, and it can be dismissed as a Free action. This ability can be used once a day for a number of rounds equal to his Intelligence modifier x 10. Both himself and his cohort are immune to his auras.
Aura of Positive Energy – The Disciple becomes encased in a pillar of crackling white fire, projecting tremendous amounts of positive energy out in a 60ft area centered upon him. Everything within the area brightens considerably as phantom tongues of white flames flicker in the air. Any living creature within the aura gains Fast Healing equal to its Constitution Modifier plus the Disciple's Intelligence modifier, but creatures with immunity to positive energy effects are not affected by this aura. However, just like on the positive plane, this healing is a double-edged sword.
If the creature reaches maximum health, it starts gaining temporary health instead. If this temporary health reaches the same total as its maximum health (ex. a creature with 100 hp reaches 100 hp and 100 thp), the creature is instantly slain as it explodes in a blast of positive energy. The blast heals (or deals if undead) 15d6 damage to all creatures within 15ft of the blast. This healing will convert to temporary health as if it was healing from the aura.
Any undead creatures within the auras range instead take damage equal to its Charisma modifier plus the Disciple's Intelligence modifier each round. Any undead creature killed by the aura cannot be raised as an undead ever again, though a Wish or Miracle will undo the aura's effect.
Aura of Negative Energy – The Disciple becomes a humanoid shaped void to the negative plane, sucking in all light and projecting tremendous amounts of negative energy out in a 60ft area centered upon himself. All color fades within the aura while nearby shadows lengthen and begin to move on their own. Any undead creature within the aura gains Fast Healing equal to its Charisma Modifier plus the Disciple's Intelligence modifier, but creatures with immunity to negative energy effects are not affected by this aura. Just like the positive aura, this is can be dangerous for the undead.
If the creature reaches maximum health, it starts gaining temporary health instead. If this temporary health the same total as its maximum health, the creature is instantly slain as it explodes in a blast of negative energy. The blast heals (or deals if living) 15d6 damage to all creatures within 15ft of the blast. This healing will convert to temporary health as if it was healing from the aura.
Any living creatures within the auras range instead take damage equal to its Constitution modifier plus the Disciple's Intelligence modifier each round. Any living creature killed by the aura cannot be raised, reincarnated, or resurrected. A Wish or Miracle can bring the creature back to life.
The Path to Harmony (Su): At 20th level, the Disciple gains perfect harmony with the positive and negative energy planes. He becomes an Outsider (Native), is healed by both positive and negative energy, and gains damage reduction 15/Magic.
He also gains the ability the power to transform himself into a Harmonic Avatar. This ability may be used once a day for a number of rounds equal to his Intelligence modifier x 3.
Harmonic Avatar – The Disciple grows in size, becoming a being of harmonic energy. He erupts with black and white flames, and everything within a 60 ft. area turns to shades of gray.
While in this state he gains the following effects:
-His size increases to Huge
-He gains Spell Resistance 30
-He gains Fast Healing equal to his Wisdom modifier plus his Intelligence modifier
-When he is struck by any melee attack, the attacker takes 5d8 damage (this overrides Harmonic Backlash)
-He gains damage reduction 10/- in addition to his existing damage reduction
-He gains the ability to create a weapon of discordant energies as a standard action. This weapon may be any two-handed martial weapon. It counts as a Huge +5 Shadow Striking*, Vicious weapon. He is automatically proficient with it, and may use his Wisdom instead of his Strength to determine his bonus to hit and extra damage dealt. (*Shadow Striking can be found in the Tome of Magic supplement) The weapon disintegrates immediately upon leaving his grip.
The Disciple's Cohort
The Disciple's cohort is different from a normal creature of its kind in many ways. The standard cohort for a Disciple is a small elemental. It is superior to a normal elemental and has special powers, as described below.
{table=head]Disciple Level|Bonus HD| Natural Armor Adj.|Str/Dex/Int Adj.|Special
8th-11th|+0|+0|+0|Empathic Link, Improved Evasion, Share Saving Throws, Share Spells
12th-14th|+2|+2|+2|Size Increase
15th-17th|+4|+4|+2|Devotion, Size Increase
18th-20th|+6|+6|+3|Improved Speed, Spell Resistance, Size Increase[/table]
Cohort Basics: Use the base statistics for the creature of the cohort's kind, but make the following changes:
Disciple Level: The character’s Disciple level, which has a direct effect on the extent of the cohort's special powers.
Bonus HP: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Bonus Hit Dice improve the cohort's base attack and base save bonuses. A cohort's base attack bonus is the same as that of a cleric of a level equal to the cohort's HD. A cohort has good Fortitude and Reflex saves (treat it as a character whose level equals the creature’s HD). The cohort gains extra 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 creature’s existing natural armor bonus. It represents the preternatural toughness of a Disciple's cohort.
Str/Dex/Int Adj: Add this figure to the cohort's Stength, Dexterity, and Intelligence scores.
Empathic Link (Su): The Disciple has an empathic link with his cohort out to a distance of up to 1 mile. The Disciple cannot see through the cohort’s eyes, but they can communicate telepathically. Note that misunderstandings are always possible due to the strange way elementals think. Because of this empathic link, the Disciple has the same connection to an item or place that his cohort does, just as with a master and his familiar.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving for half damage, a cohort takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Saving Throws: For each of its saving throws, the cohort uses its own base save bonus or the Disciple's whichever is higher. The cohort applies its own ability modifier to saves, and it doesn’t share any other bonuses on saves that the Disciple might have (such as from magic items or feats).
Share Spells: At the Disciple's option, he may have any spell (but not any spell-like ability) he casts on himself also affect his cohort. The cohort must be within 5 feet at the time of the casting to receive the benefit. If the spell or effect has duration other than instantaneous, it stops affecting the cohort if the creature moves farther than 5 feet away and will not affect the cohort again even if it returns to the Disciple before the duration expires. Additionally, the Disciple may cast a spell with a target of “You” on his cohort (as a touch range spell) instead of on himself. A Disciple and his cohort can share spells even if the spells normally do not affect creatures of the cohort’s type.
Size Increase: The Disciple's elemental cohort grows in size. It goes up one size catagory every time it recieves this ability. It cannot grow past Huge in this manner.
Devotion (Ex): A cohort’s devotion to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.
Improved Speed (Ex): The cohort’s base ground speed increases by 10 feet.
Spell Resistance (Su): A cohort’s spell resistance equals its master’s Disciple level + 5
The Elemental Cohort is a small elemental of one of the following types: Air, Earth, Fire, Water.
At 16th level add Shadow* to the list of elemental cohort types.
* - Tome of Magic
=-Other related information-=
So I've let it sit for about a month. Had other things going on, so I couldn't spare much time for this. The imbalance in the light side/dark sight spell list. I'm not going to worry about it anymore though, the dark side has the fun stuff anyway. :smallwink:
I'm hesitant to declare it done. Something somewhere could use more work, I feel. Oh well, I'll fix it when it comes up. Its done.