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View Full Version : The Radiant [3.5 Base Class, Light Themed Tank Invoker]



Lix Lorn
2012-07-11, 11:55 AM
The Radiant
‘The sun always rises.’

Background: A Radiant is one who has faith. Perhaps faith in their deity, perhaps faith in their cause. Perhaps faith only in themselves and their blade. Regardless of their beliefs, it is their will and their faith that grants them such power over light and darkness.
Races: Races with a sun or moon deity are most likely to birth Radiants into the world, but any race is capable of their talents.
Other Classes: A Radiant has a lot in common with a Crusader or Paladin, and can often get along excellently with similarly aligned members of those classes, and be the greatest of enemies for those that oppose them.
Role: A Radiant is primarily a frontline combatant, although he can serve as artillery using his Radiance.
Radiant’s in the World: Radiants are religious templars, mighty knights, beings who wield light as just another weapon. Radiants are more likely to serve a cause than to merely adventure, but some may adventure to seek a cause worthy of their trust.
Inspiration: Leona. Also Diana now.

Alignment: Generally Good, but no restrictions. Only the rarest of Radiants are true neutral.
Hit Die: d10
Starting Gold: As Paladin
Starting Age: As Paladin
Class Skills-The ’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Dex), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Arcane, Religion), Listen (Wis), Ride (Dex), Search (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Use Magic Device (Cha) .
Skill Points at 1st level: (4+ Int Modifier) x4
Skill Points per Level:4 + Int Modifier




Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Invocations Known


1st

+0

+2

+0

+0
Radiance 1d6,On Your Sleeve, Invocations (Least)
1


2nd

+1

+3

+0

+0
Sense the Darkness
2


3rd

+2

+3

+1

+1
Radiance 2d6
2


4th

+3

+4

+1

+1
Celestial Judgement (1)
3


5th

+3

+4

+1

+1
Radiance 3d6
3


6th

+4

+5

+2

+2
Invocations (Lesser), Mettle
4


7th

+5

+5

+2

+2
Radiance 4d6
4


8th

+6/+1

+6

+2

+2
Celestial Judgement (2), Radiant Barrage
5


9th

+6/+1

+6

+3

+3
Radiance 5d6
5


10th

+7/+2

+7

+3

+3

6


11th

+8/+3

+7

+3

+3
Radiance 6d6, Invocations (Greater)
7


12th

+9/+4

+8

+4

+4
Celestial Judgement (3)
7


13th

+9/+4

+8

+4

+4
Radiance 7d6
8


14th

+10/+5

+9

+4

+4
Improved Mettle
8


15th

+11/+6/+1

+9

+5

+5
Radiance 8d6
9


16th

+12/+7/+2

+10

+5

+5
Celestial Judgement (4), Invocations (Brilliant)
9


17th

+12/+7/+2

+10

+5

+5
Radiance 9d6
10


18th

+13/+8/+3

+11

+6

+6

10


19th

+14/+9/+4

+11

+6

+6
Radiance 10d6
11


20th

+15/+10/+5

+12

+6

+6
Celestial Judgement (5), That Which Sets, Rises
11



Weapon and Armour Proficiency: A Radiant is proficient with up to medium armour, all shields, and up to martial weaponry. Unlike most invokers, armour does not interfere with their abilities.

Radiance (Sp): The first and greatest power of the Radiants is that which gives them their name, the ability to project a searing blast of light to destroy their foes. This attack is treated as a ranged touch attack with a range of 30ft. It deals 1d6+wisdom modifier damage at first level, and increases by 1d6 at each odd level. This damage is based on light. It deals increased damage to creatures vulnerable to light, and less damage to creatures that resist it. If a creature does not say how much more or how much less damage it takes, it suffers either 50% more or less damage.

Spell Resistance applies to a Radiance blast, although spell penetration and similar effects are applicable. Radiance does half damage to objects. As standard, metamagic feats cannot be applied to Radiance.* Radiance is a valid choice for the Ability Focus feat.

*But really, it wouldn’t be overpowered or anything. Make one spell level increase lose one dice of damage. Maybe disallow straight +damage feats like empower and maximise. Or yknow, don’t. They spent the feats on it after all.

A Radiant may invoke their Radiance as a standard action, or may infuse it into another weapon or attack as a swift action. If they do the latter, the next attack they make with that weapon or attack deals bonus damage equal to their Radiance damage.

Some of the Radiant’s Invocations modify their Radiance, sometimes at a cost to their damage or other resources. These may be combined as the Radiant wishes, as long as any semblance of sense remains. An Arctic Sunfire blast could deal frost damage with lingering damage, fire damage with a slow, or both, depending on the situation and the damage penalties taken.

On Your Sleeve: A Radiant can never hide what they are. Their power shines like the sun, and will not be hidden. All character gain a bonus on any roll to determine the Radiant’s alignment equal to half the Radiant’s level, and automatically succeed if trying to determine whether the character is a Radiant. They project an aura of their alignment (as described in Detect Alignment) as a cleric of their level.

Invocations (Sp): A Radiant does not cast, prepare, or receive spells. Instead, they expel power, whether theirs or granted through faith, in the form of tricks, defences, and attacks called invocations. A Radiant may use any Invocation she knows at will, with the following restrictions.

An Invocation is a spell like ability, and is therefore a standard action that provokes attacks of opportunity, unless stated otherwise. An invocation can be disrupted, just as a spell can be ruined during casting. A Radiant is entitled to a concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A Radiant can choose to use an invocation defensively, by making a successful concentration check, to avoid provoking attacks of opportunity. A Radiant’s caster level with her invocations is equal to her Radiant level. The save DC for an invocation, if it has a save, is 10+equivalent spell level+Radiant’s wisdom modifier. As Spell-like abilities are not spells, a Radiant cannot improve them with spell focus or metamagic, although Ability Focus and meta-spell like abilities work fine.

The four grades of invocations, in order of their relative power, are least, lesser, greater and brilliant. A Radiant begins with knowledge of one invocation of his choice, which must be a least invocation. He also knows the Sunfire Blast invocation. He gains new invocations as shown in the above table. Invocations are described at the bottom of the class.

At any level when a Radiant learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade.

Unlike Warlocks, the Invocations used by Radiants are not subject to Arcane spell failure, regardless of the armor's type, and their somatic components may be used while wielding weapons or shields. This is an ability of the Radiant class, not of the invocations they use. Radiants can qualify for some prestige classes usually intended for spellcasters, with the same rules as Warlocks. (See page eighteen of Complete Arcane, or apply logic, balance, and common sense.) When the difference matters, a Radiant's invocation is considered a divine spell, not an arcane one.

Sense the Darkness (Ex): A second level Radiant knows when their foes draw near. With but an effort of will, they can detect foes within a large radius. This functions similarly to Detect Alignment, detecting either alignment opposite that of the Radiant. In the rare cases of a true neutral Radiant, all four extreme alignments are considered opposite.
Using this ability requires a full round action to begin, and has a radius of 50ft from the Radiant.
This effect will not tell them who is of what alignment, only that it is present. They are vulnerable to overwhelming auras, but can attempt to pinpoint them with a Sense Motive check, opposed by the aura’s owner’s bluff. In certain circumstances, this could provide a bonus against ambush, or to initiative rolls.

Celestial Judgement (Su): The strength of a Radiant of fourth level is great, but vastly increased by that of his allies. Whenever he deals damage to a target with an invocation or Radiance, he ‘marks’ the target with furious energy. Until the end of the next Radiant’s turn, the first ally to successfully strike the target deals additional damage equal to the number of damage dice dealt by the Radiant, plus the Radiant's Wisdom modifier. This damage is of the same type as the Radiant’s attack.

A single foe can be marked a number of times equal to the number in brackets. Each new mark resets the duration on the old, and they are all used up on the first attack. If a new mark would be applied with higher damage, it replaces the weakest older one.

Example: A tenth level Radiant with Wisdom 17 strikes a foe with his Solar Wind invocation for 3d4 damage. This places one mark for 3+wis damage (6). On his next turn, he strikes with two Radiances, each doing 5d6+3 damage. This would place two marks, each for 5+3 (8) damage. However, a tenth level Radiant can only have two marks on a single foe, so one of the (5) marks replaces the (3) mark. An ally who strikes the target deals an additional 16 damage, half of which is fire, and the other half untyped, light based damage.

Mettle: A sixth level Radiant is a bastion of might and courage. If she makes a successful fortitude or will saving throw against an attack that normally has a reduced effect on a successful save, she instead ignores the effect entirely.

At fourteenth level, this ability upgrades. Against an effect that deals damage, she takes only half damage even on a failed save.
This applies even if the effect usually does not have a reduced effect, such as Mind Thrust. It only affects damage, it will not negate the slow from Chaos Hammer unless she passes, and she will still be slain by Recall Death if she cannot pass her save.

Radiant Barrage: An eighth level Radiant can unleash searing light as easily as swinging a sword. They may use their Radiance ability as an attack action, meaning they can make additional attacks using rapid shot, a high base attack bonus, haste, or other abilities. In addition, they can infuse their Radiance into any attacks they make without spending an action to do so.

That Which Sets, Rises (Su) A twentieth level Radiant is almost impossible to kill permanently. Whenever they are killed by any means, they return to life after ten minutes. This return is equal to a True Resurrection spell. However, for one week after this ability has activated, the effect is reduced to that of a Resurrection spell, although it works regardless of creature type and remains. In addition, when bought back through this weaker version, they have hitpoints equal to their level plus their wisdom modifier, multiplied by two.

Check the wording; if you get Resurrected, it resets the week countdown before it’s true. If you die a lot, you’ll lose levels a lot. Only the first time’s free.

Invocations
Least
Arctic Radiance (Radiance): Do cold damage and eventually slow with Radiance.
Brightstorm (Radiance): Do electricity damage and potentially daze target with Radiance.
Burning Shield: Creates a shimmering defence that harms the next person to strike you.
Consecration: Consecrates an area to the Radiant’s alignment.
Crescent Blade: Strike multiple foes with a burst of power.
Divine Truth: Gain bonus on bluff, diplomacy and intimidate checks.
Footsteps of God: The Radiant can walk on thin ice, strands of string or even water.
Guiltseeker (Radiance): Cause foe to save vs fear.
Heroic Endurance: Resist the vagaries of the environment.
Horizon Ray (Radiance): Vastly increase the distance of your radiance.
Piercing Sight: See through darkness, even magical darkness.
Solar Wind: A gust of wind sears foes.
Sunfire Blast (Radiance): Do pure fire damage and eventually leave them ablaze.
Sun’s Blessing: Grant an enhancement bonus to one of the target’s attributes.
Thunder’s Glare (Radiance): Do pure sonic damage, and with additional investment drive a foe back
Toxic Light (Radiance): Do pure acid damage, and weaken their armor.
Word of Sanctuary: One target becomes difficult to harm, protected by ancient wards and treaties.
Arctic Radiance (Radiance)
Effective Level: 1
The Radiant’s Radiance can now deal entirely cold damage, at will.

By taking this Invocation twice as a least invocation, or once as a lesser, they may also use the following option:
By taking a three point penalty to damage, their blast slows their target for a number of rounds equal to a quarter of the Radiant’s class level, as the spell. A fortitude save negates this additional effect entirely.

Brightstorm (Radiance)
Effective Level: 1
The Radiant’s Radiance can now deal entirely electricity damage, at will.

By taking this Invocation twice as a least invocation, or once as a lesser, they may also use the following option:
By taking a four point penalty to damage, their blast has a chance to daze their target for a single round. A successful fortitude save negates this additional affect. A foe gains an untyped +1 bonus to this saving throw for each time Brightstorm has dazed them already this encounter.

Burning Shield
Effective Level: 1
This Invocation, used as a standard action, creates spheres of glowing light that orbit the Radiant. A foe that hits her, or rolls a natural 1 attempting to do so, is struck by the sphere, and takes damage equal to her Radiance damage. A successful reflex save halves this damage. This invocation lasts 4+wis mod rounds, or until the sphere is destroyed.

Consecration
Effective Level: 2
This invocation mimics the effects of the Consecration or Desecration spells, as if cast by a cleric of the same caster level. However, the effects last for twenty-four hours, and the Invocation cannot be used while the effects of a previous usage linger.

Crescent Blade
Effective Level: 2
With this invocation, the Radiant strikes out with a flash of light, their attack striking a whole group of foes. Make a single attack as a standard action, automatically imbued by your Radiance if it wasn’t already using it. If it strikes the target, it deals its normal damage to that target, and half its damage to all foes within 5ft/5 caster levels. (Minimum 1)

Divine Truth
Effective Level: 2
By invoking this power, your words shine with honesty and power. You gain a +6 bonus to bluff, diplomacy, and intimidate checks for 24 hours.

Footsteps of God
Effective Level: 2
This invocation grants you the power to walk on water and other liquids as easily as if they were solid earth.

Taking this invocation a second time as a least invocation, or once as a lesser, allows the Radiant to walk on walls or ceilings with equal ease-or even up the side of a waterfall.

Guiltseeker (Radiance)
Effective Level: 2
A Radiance can be improved to a Guiltseeking Radiance by sacrificing two points of damage. A Guiltseeking Radiance terrifies weak-minded foes, filling them with the terror of a criminal soon to be caught.
A foe struck by a Guiltseeking Radiance must make a will save, or be shaken for one minute. This saving throw is a mind affecting fear effect.

Heroic Endurance
Effective Level: 2
This Invocation protects the target from natural dangers and extreme temperatures. It functions as an Endure Elements spell, but also provides a +2 competence bonus to saving throws against natural dangers such as smoke, avalanches and falling trees, unless such dangers have been deliberately aimed at them.

Horizon Ray (Radiance)
Effective Level: 2
This Invocation vastly increases the range of the Radiant’s Radiance. They may sacrifice 1d6 damage to increase their range by 30ft, and may do this as many times as they can still deal at least 1d6 damage.

When combined with other Radiance altering effects that change area or range, the effects are described in those particular Radiance Invocations.

Piercing Sight
Effective Level: 2
This Invocation allows the Radiant to see in almost all situations. They can see in light and darkness, and gain a +2 competence bonus to saving throws against effects based on blinding light. The effects last for twenty four hours.

Solar Wind
Effective Level: 2
You create a strong blast of wind (as the gust of wind spell, except that the duration is instantaneous). Any creature within the effect takes 1d4 points of fire damage per three caster levels. A successful fortitude save against the wind also halves this damage.

Sunfire Blast (Radiance) (Free)
Effective Level: 1
The Radiant’s Radiance can deal entirely fire damage, at will.

By taking this Invocation an additional time as a least invocation, they may also use the following option:
By taking a three point penalty to damage, their flames ignite the target. They take additional damage equal to the number of damage dice for a number of rounds equal to a quarter of the Radiant’s class level, plus one. A fortitude save negates this additional effect entirely.

Sun’s Blessing
Effective Level: 2
The Radiant infuses the power of the sun and moon into the target, enhancing their power.
This invocation grants a +2 enhancement bonus to a single target. This enhancement bonus is increased by one for each four caster levels the Radiant has. The Invocation lasts for twenty four hours, but cannot be used while the effects of a previous usage linger.

Thunder’s Glare (Radiance)
Effective Level: 2
By reducing their damage by one per damage die, the Radiant may have their Radiance deal entirely sonic damage, at will.

By taking this Invocation twice as a least invocation, or once as a lesser, they may also use the following option: By reducing their damage by four, they can cause their radiance to drive a foe backwards. A foe may make a fortitude save to negate this effect, but if they fail, they are driven back 10ft for each dice of damage the Radiance would have dealt, from the point of origin. (Either the Radiant, or the centre of an area). A foe driven into a solid object takes 1d4 bludgeoning damage for each 10ft they did not travel. A foe driven into a creature causes that creature to make a fortitude save. If it fails, both of them take 1d3 damage for each 10ft not travelled yet, and then continue flying backwards. If the save succeeds, they both take the damage, but are not driven any further back.

Toxic Light (Radiance)
Effective Level: 1
The Radiant’s Radiance can now deal entirely acid damage, at will.

By taking this Invocation twice as a least invocation, or once as a lesser, they may also use the following option:
By taking a four point penalty to damage, their blast has a chance to weaken and damage the foes armor and defences. A fortitude save negates this effect, but if they fail, they lose a number of points equal to the Radiant’s Wisdom modifier from their armor and natural armor. Armor is lost first, and cannot be reduced below zero. Natural armor is only reduced when armor is zero, and cannot be reduced to lower than negative (Radiant’s wis modifier).

Word of Sanctuary
Effective Level: 2
This Invocation binds a target in protective oaths and magically enforced promises, making them difficult to attack. Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that use of this invocation. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded creature for the duration of the invocation. Those not attempting to attack the subject remain unaffected. This invocation does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act. This Invocation lasts for one round/caster level.

Lesser
Angelic Wings: Take flight on divine or demonic wings.
Blessed Blade: Enhances a weapon to great potency.
Chain Reaction (Radiance): After the initial impact, your Radiance strikes additional targets.
Eclipse: Channel your Radiance into a shield, which bursts after a short period of time.
King of Light and Dark: Control or turn undead
Perfection’s Voice: Befriend a creature instantly.
Raging Sun (Radiance): Deal force damage with your radiance, and potentially obliterate their remains.
Ruining the Darkness: Dispel magical effects.
Skylight: Summon natural sunlight to an area.
Slashing Light (Radiance): Deal physical damage with your Radiance, with fitting effects.
The Dead Walk: Create undead.
The Sun Flees: Create large area of darkness
Touch of Faith: Grants the Radiant a healing touch, similar to a Paladin.
Veil of Night: Transform your shape into a similar creature.
Ward of Virtue: Wards an area against an opposed alignment.
Zenith Blade: Throw a blade of light, and leap to follow it up if it connects.
Angelic Wings
Effective Level: 3
This Invocation gifts the Radiant with massive wings, which grant her a flight speed equal to her land speed, with good manoeuvrability. The effects last for twenty four hours, and the invocation cannot be used while the effects of a previous usage linger.

Blessed Blade
Effective Level: 3
This Invocation vastly enhances the power of a weapon. It functions as per Greater Magic Weapon, but has a duration of 24 hours, and cannot be used while the effects of a previous usage linger.

Chain Reaction (Radiance)
Effective Level: 4
This Invocation allows the Radiant to cause a chain reaction with their Radiance. They may take a 1d6 penalty to damage to gain the following ability.
Whenever they successfully deal at least one point of damage with their Radiance, the attack is made again on a new target within half range of the original target. If it successfully hits, it deals half the number of six sided dice in damage. The reaction can continue if the Radiant has high enough caster level. It can chain one time for each five caster levels the Radiant possesses.

For example, a tenth level Radiant launches a 4d6+Wis blast at 30ft range. If it deals damage, he may strike a second target within 15ft for 2d6+Wis. If this also deals damage, he may strike a third target within 7.5ft of the second, for 1d6+Wis damage.

When combined with a Radiance with area damage, the chain reaction triggers on each hit target. However, no target can be hit by their own triggered area. In addition, a target cannot be harmed more than once in each wave of damage.

For example, a 20th level Radiant launches a Chain Reaction Burst from 10ft away, doing 8d6+Wisdamage to all foes in a 30ft radius. Each target who takes damage creates a new radius of 15ft, doing 4d6+Wis damage to any foe other than that target in that area. If a target is in two areas, they take damage only once. Any foes taking damage from this create a third wave for 2d6+Wis in a 7.5ft area. The radius cannot be below 5ft, and the damage cannot be less than 1d6, so a fourth wave is not made.

Eclipse
Effective Level: 3
The Radiant may use this invocation as a move or swift action.
The Radiant pours their light into a shield of bright energy, that weakens the power of foes who strike it, before detonating in a blast of power. For 2d4 rounds, they gain the Resist ability, with a strength equal to the number of Radiant dice they possess. Resist allows them to ignore that much damage from any source, including energy, physical, force, and even untyped damage. At the end of this duration, they deal a number of d4s of damage equal to the number of Radiant dice they possess to all enemies within 10ft. A Reflex save halves this damage.

King of Light and Dark
Effective Level: 3
This Invocation functions identically to a Turn Undead attempt, as if the Radiant was a Cleric of his caster level. It may either turn or rebuke undead as he desires, although a single character should choose one or the other.

Perfection’s Voice
Effective Level: 4
This Invocation persuades a single target who can understand the Radiant’s voice that she is their trusted friend. It has a range of 60ft, and is language dependent. It is considered an extraordinary ability and is not mind affecting-the Radiant’s friendship is supernatural, but it does not actually affect the mind. Apart from these changes, it is identical to the Charm Monster spell.

Raging Sun (Radiance)
Effective Level: 3
By reducing their damage by 1d6, the Radiant’s Radiance can now deal entirely force damage, at will.

By taking this Invocation twice as a lesser invocation, or once as a greater, they may also use the following option: At will, they may have a foe slain by their Radiance destroyed, as if by the spell Disintegrate.

Ruining the Darkness
Effective Level: 4
This Invocation is identical in effect to Dispel Magic, but has a bonus equal to the Radiant’s caster level. In addition, it gains a +2 bonus to dispel Light or Darkness based effects.

Skylight
Effective Level: 4
This Invocation effectively creates a portal to the sky in the area above, making a hole in the ceiling if there is one. Only light can pass through this hole.
In effect, other than the origin point of the light, this functions as per the Daylight spell, with one major difference: the light is natural light in all ways, although creatures with weakness to light get a +2 bonus to saves against it, or Resist one damage per dice if they have no save.

Slashing Radiance (Radiance)
Effective Level: 3
This Invocation gives the Radiant several options with their Radiance that they may use at will. They may deal slashing, piercing, bludgeoning, or nonlethal damage at will. In addition, these damage types have the following abilities:
When doing slashing damage, they may increase the critical range of their Radiance by one before other modifications, normally to 19-20.
When doing piercing damage, they may increase their critical multiplier by one, normally to x3.
When doing bludgeoning damage, they may increase the damage dice of their Radiance by one, normally to 1d8.

Using nonlethal damage or any one of these types and abilities is free, but combining more than one costs one dice of damage for each additional ability and/or damage type in the mix.
They could take a one dice penalty and do a mixture of slashing and nonlethal, which has an improved critical range, or a two dice penalty and do slashing/piercing/bludgeoning with 1d8 damage dice and a 19-20x3 damage ratio.

The Dead Walks
Effective Level: 4
Using this invocation, a Radiant may turn the bodies or bones of dead creatures into the undead. This functions as per Animate Dead. If the usual material components are not used, created undead endure for only one minute/caster level.

The Sun Flees
Effective Level: 4
This Invocation mimics the effects of Deeper Darkness.

Touch of Faith
Effective Level: 3
This Invocation gives the Radiant an ability identical to that of the Paladin (http://www.giantitp.com/forums/showthread.php?p=10409695#post10409695)’s Paragon’s Touch ability, using their Wisdom modifier. This Invocation lasts for 24 hours, and cannot be reactivated until that time is up.
A Radiant with the Solar Student feat uses their intelligence modifier, even though a Paladin would also need a feat to use theirs.

Veil of Night
Effective Level: 3
This Invocation mimics the effect of Alter Self, except where modified here.
The Radiant may assume any Humanoid form with no greater CR than her class level, or any form of their own type. The spell has a duration of 24 hours. Usually, a Radiant has a single disguised form for any given race she assumes, and will need to choose a new race to assume a new form.

Ward of Virtue
Effective Level: 3
This Invocation mimics the effect of Protection from (Alignment). A Radiant may not have more than one Ward of Virtue active at once, unless they are both on the same place, and defending against the two opposed alignments of the Radiant.

Zenith Blade
Effective Level: 4
This specialised Invocation allows the Radiant to close ranks in an instant. He makes a line attack with 40ft range, dealing damage equal to half of his Radiance damage. If he successfully deals damage to at least one opponent, he may instantaneously leap to any square in melee range of that one of the damaged foes, and make a single attack as if charging. This does not provoke attacks of opportunity, and is not compatible with pounce.

Greater
Angel’s Eyes: Scry on target area.
Bending Light: Bend light to avoid your form, granting you invisibility.
Blinding Light (Radiance): Affected targets are blinded.
Cleansing Touch: Removes most adverse conditions from the target.
Crippling Radiance (Radiance): Deal ability damage.
Mooncall: Pull foes in.
Piercing Radiance (Radiance): Penetrate spell resistance.
Radiant Blast (Radiance): Launch a cone or line of power.
Rush (Radiance): Use your Radiance to close with an enemy afflicted by Celestial Judgement.
Shield of Light: Form a shielding mass of power that defends the target area from enemy attacks.
Sunstep: Teleport great distances via light or darkness.
Un/Holy/Anarchic/Axiomatic Radiance (Radiance): Infuse your Radiance with the power of your alignment.
Angel’s Eyes
Effective Level: 5
This Invocation mimics the effects of Scrying. However, the user automatically fails all spot and listen checks for their actual position-their full attention must be given to the sensor.

Bending Light
Effective Level: 6
This Invocation mimics the effects of Greater Invisibility.

Blinding Light (Radiance)
Effective Level: 5
This Invocation improves the user’s Radiance. They may cause any foe taking damage from their Radiance must make a reflex save, or be blinded for a number of rounds equal to half the Radiant’s Wisdom modifier.

Cleansing Touch
Effective Level: 5
This Invocation drives out weakness and pain. It combines the effects of Remove Curse, Remove Disease, Remove Paralysis, Restoration and even Stone to Flesh.

Crippling Radiance (Radiance)
Effective Level: 6
This Invocation allows the user’s Radiance to cause devastating wounds or suffering. For each dice of damage they choose to sacrifice, they may deal one point of ability damage to one of the target’s attributes. If they sacrifice an even number of dice, they may deal 1d3 rather than two points. Damage may be spread among multiple attributes.
A successful fortitude save halves this damage, rounding down.

Mooncall
Effective Level: 4
With this Invocation, the Radiant draws her foes in close. She makes a bull rush attack on all foes within 5ft/two caster levels, with a bonus equal to half her class level. She uses her Wisdom modifier instead of her strength modifier for this check, and pushes all targets towards her own space.

Piercing Radiance (Radiance)
Effective Level: 5
This Invocation sacrifices destructive power for penetration, allowing the Radiant to sacrifice one die of damage to ignore spell resistance.

Radiant Blast (Radiance)
Effective Level: 5
This Invocation allows the Radiant to strike several foes with his Radiance. Rather than making a ranged attack, he may take a one die damage penalty to deal damage in either a 30ft line or a 20ft cone. Foes may halve their damage with a successful reflex save.

When combined with Horizon Ray, each die of damage sacrificed increases the Radiance’s range by half its original value.

Rush (Radiance)
Effective Level: 6
This Invocation allows the Radiance to travel upon his Radiance. If he successfully strikes a target with his Rush, it deals only half damage, and the Radiance immediately appears in the nearest space adjacent to the target, and makes a free melee attack with any weapon he wields, before continuing with his turn. If the targeted foe was subject to Celestial Judgement when struck, the Radiance instead deals full damage as well as the new attack, but uses the highest powered Judgement stack up.

Shield of Light
Effective Level: 5
This Invocation allows the Radiant to protect the occupants of a certain area. He chooses a single square within 30ft, and fills it with light. Anyone trying to attack an occupant of that square suffers a penalty to attack and damage rolls equal to the Radiant’s Wisdom modifier. In addition, occupants of that square gain a bonus of equal size to reflex saves. This protection lingers for a number of rounds equal to the Radiant's Wisdom modifier.

Sunstep
Effective Level: 5
This Invocation is used for long distance travel, and relies on the presence or absence of light. It functions as teleport, but may only move between spaces either both lit by the same sun, or both out of the light and in deep shadow. The Radiant may take a number of willing beings along with him equal to his wisdom modifier.

Un/Holy/Anarchic/Axiomatic/Balanced Radiance (Radiance)
Effective Level: 5
This effect halves the damage of the user’s Radiance, unless it strikes a target of an alignment opposed to their own. Creatures of the opposed alignment, or possessing the relevant subtype, increase the damage die size by one, usually to 1d8. Creatures that possess the relevant subtype and alignment increase it twice, usually to 1d10. In addition, the Radiance carries one or two extra effects, based on alignment. Extra effects are all negated by a single successful will save.
A Holy Radiance blinds the target for one round. (Or one additional round if combined with Blinding Light).
An Unholy Radiance sickens the target for 1d4 rounds.
An Anarchic Radiance slows the target for 1d6 rounds, as the spell.
An Axiomatic Radiance dazes the target for one round.
A Balanced Radiance fatigues the target.

Brilliant
Death: Slay one target.
Draining Light (Radiance): Cause negative levels to your target.
Life: Bring back the dead.
Radiant Burst (Radiance): Release radiant power in a large burst.
Shimmering Shield: Surround yourself in a field of light that robs power from enemy strikes.
Un/Holy/Anarchic/Axiomatic Judgement: Once an encounter, release the mightiest power of your alignment.
Utterbright Desolation (Radiance): Daze the victims of your radiance for at least one round.
Death
Effective Level: 8
This Invocation instantly slays the target, unless they pass a fortitude save. A successful fortitude save negates its effects entirely. Each use of this Invocation in an encounter has a DC one lower than the previous. Except for the changes listed here, the Invocation functions as per Finger of Death.

Draining Light (Radiance)
Effective Level: 7
This Invocation massively weakens its targets. The Radiant may sacrifice any number of damage dice from his Radiance. If he does, the target takes 1d4/two dice negative levels. A successful will save halves the number of negative levels.

Life
Effective Level: 8
This Invocation mimics the effects of Resurrection. However, it takes only a standard action to use. It retains its material cost. As a final benefit, if used within Wisdom modifier rounds of the target’s death, it instead functions as True Resurrection. This function of the Invocation can only be used once a day.

Radiant Burst (Radiance)
Effective Level: 8
This invocation allows the Radiant to take a 1d6 damage penalty to their Radiance, and deal the damage to any number of foes within 20ft. A successful reflex save halves this damage.

When combined with Horizon Ray, the Radiant may either increase their Burst area by 10ft per 1d6 damage, and may also choose to locate the centre of the burst 10ft away per 1d6.

Shimmering Shield
Effective Level: 7
The Radiant surrounds themselves with light that protects them from damage. They gain temporary hitpoints equal to the maximum damage they can deal with a single Radiance, which lasts for a number of rounds equal to their Wisdom modifier and cannot be reused before that time is up.

Un/Holy/Anarchic/Axiomatic/Balance’s Judgement
Effective Level: 7
This invocation may only be used once an encounter, and mimics the effects of one of the following spells that matches the Radiant’s alignment: Blasphemy, Holy Word, Word of Chaos, Dictum, Word of Balance.

Utterbright Desolation (Radiance)
Effective Level: 7
This invocation allows the user to sacrifice a damage die on his Radiance to grant it a dazing effect. The foe is dazed for 1d3+1 rounds. A successful fortitude save negates this effect. Only a single Utterbright Radiance may be launched in a round.

Feats
Solar Student
Prerequisites: About to or already taken at least one level of Radiant.
Benefit: Class abilities usually based on Wisdom are based on Intelligence instead.
Normal: Your bookwormery doesn’t give you sun-based superpowers. Sucks.

Effortless Radiance
Prerequisites: About to or already taken at least one level of Radiant.
Benefit: Class abilities usually based on Wisdom are based on Charisma instead.
Normal: Even if you’re hot and adorable, you aren’t magic for it.

Least Invocation
Prerequisites: Ability to use Least Invocations
Benefit: You learn one additional Least Invocation from the list available to you.
Special: You may NOT take this feat more than once. Wait until level six.
Normal: The Extra Invocation feat requires lesser invocations to learn additional least invocations.

Mighty Invocation
Prerequisites: 18th level in an invoking class.
Benefit: You learn one additional invocation from the list available to you, of the highest grade.
Special: It’s eighteenth level because that’s the last feat before 20. if your feat progression is different (i.e. every odd level, or anything other than 1 and third levels), it requires the last level before twenty-one that grants a feat.
You may take this feat more than once.
Normal: You can only have three.

Expansive Expertise
Prerequisites: Ability to use Lesser Invocations.
Benefit: You learn a single invocation from any invocation using class.
Special: You may take this feat more than once. Before you choose a lesser invocation from another class, you must choose a least from that class. Before you choose a greater, you must choose a lesser. You may not choose a dark/bright/greaterest invocation unless your character level is at least 21, and even then you must have a greater invocation from that class. Obviously, you cannot choose an invocation of a higher grade than you can use.
Normal: Invocations can only be taken from other classes with appropriate balance and thematic checks and modifications. But really, if they CAN’T fluff it to be reasonable, then why are they playing an RPG?

Mighty Blast
Prerequisites: Radiance, Eldritch Blast, or any similar at will damage ability.
Benefit: Increase the damage of one of your qualifying abilities by one die.
Special: You may take this feat more than once. However, you may only increase the damage of any one damage ability by one die with this feat-any other dice are considered virtual damage dice, and can be used to ‘pay’ for the penalties of Radiance Invocations.
Normal: You have to stick with the damage you have, and stacking Radiance effects will make you buy a peashooter to up your damage.

Prerequisites:
Benefit:
Special:
Normal:

ACFs
Agile Radiance
Prerequisites: Must be taken on their first level of Radiant.
Lost: An Agile Radiant loses their heavy armour and tower shield proficiencies, and suffer arcane spell failure from heavy armour. In addition, their fortitude save is lowered to the weaker progression, and their hit dice is reduced to a d8.
Gained: An Agile Radiant has a good reflex save progression, and gains a competence bonus to all their speeds equal to 10ft, +10ft more at each fifth level. In addition, they gain the Evasion class feature at tenth level, which upgrades to Improved Evasion at eighteenth level.

Face to Face
Prerequisites: Must be taken on their first level of Radiant.
Lost: A Radiant with this ACF loses the ability to use their Radiance at range. They may not imbue it into any ranged weapon, or use it on a foe at greater than melee range. They may still use the Invocation Horizon Ray-one use of this invocation increases their range up to 10ft, and each additional use increases range by 10ft. They may still use the Zenith Blade and Rush invocations, but may not use other invocations effecting area or range unless combined with Horizon Ray.
Gained: The Radiant gains an increased Hit Die-Normally a d12, but an Agile Radiant has a d10 hit die. In addition, they gain Resist equal to a third of their class level (minimum one, rounding down) against all ranged attacks.

New Spells
Equal’s Strike
Evocation (Neutral, Sonic)

Level: Cleric 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft+10ft/level)
Area: 20ft radius burst.
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

You call upon balanced power to strike your foes. The power takes the form of a pale light that burns the evil and freezes the good.

The spell deals 1d6 points of damage per two caster levels (maximum 5d6) to ‘extreme’* creatures (or 1d4 points of damage per caster level, maximum 10d4, to extreme outsiders) and fatigues them. A successful Will save reduces the damage by half and negates the fatigue effect.
The spell deals only half damage against creatures who have only one non-neutral component, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.

*An extreme alignment is one where neither component is neutral. Chaotic Evil, Chaotic Good, Lawful Evil and Lawful Good are the extreme alignments.

Word of Balance
Evocation (Neutral, Sonic)

Level: Cleric 7
Components: V
Casting Time: 1 standard action
Range: 40ft
Area: Creatures of extreme alignment in a 40ft radius spread centred on you.
Duration: Instantaneous
Saving Throw: None or Will negates
Spell Resistance: No

Any non-neutral creature within the area that hears the word of balance suffers the following ill effects.



HD
Effect


Equal to caster level
Dazed


Up to caster level -1
Knocked prone, dazed


Up to caster level -5
Paralyzed, knocked prone, dazed


Up to caster level -10
Unconscious, paralyzed, knocked prone, dazed



The effects are cumulative and concurrent. No saving throw is allowed against these effects.

Dazed
The creature can take no actions for 1 round, though it defends itself normally.
Knocked prone
The creature is knocked to the ground, although it can stand up naturally after it is no longer dazed.
Paralyzed
The creature is paralyzed and helpless for 1d10 minutes.
Unconscious
Living creatures are placed at one hitpoint less than would kill them, and are stable. Creatures which cannot be knocked unconscious are destroyed.
Furthermore, if you are on your home plane when you cast this spell, non-neutral extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the word of balance. The banishment effect allows a Will save (at a -4 penalty) to negate.
Creatures whose HD exceed your caster level are unaffected by word of balance.

Madfellow
2012-07-11, 01:33 PM
Wow. Even without the invocations, this class is a powerhouse. At level 1 it's nothing spectacular, but neither is it underpowered. At level 4, Celestial Judgement makes it a great support class, and at level 6 Radiant Barrage makes both their damage output and their support even better. They're like a glass cannon, except not made of glass. You might want to dial back the raw damage output a little.

I love the fluff, though. I always thought the warlock needed a good-aligned counterpart.

Lix Lorn
2012-07-11, 01:48 PM
You maaay be right, but I'd like to point out that 1d6 is a deceptive number. 1d6 is like 4 damage.

A tenth level spellcaster can throw a 10d6 AoE, and a 10th level Radiant can do 10d6 damage with radiance.

Raw damage is underpowered!

stack
2012-07-11, 02:51 PM
metamagic feats cannot be applied to Radiance.* Radiance is a valid choice for the Ability Focus feat.

*But really, it wouldn’t be overpowered or anything. Make one spell level increase lose one dice of damage. Maybe disallow straight +damage feats like empower and maximise. Or yknow, don’t. They spent the feats on it after all.

Why not just make it an SLA, like the eldritch blast, so that the SLA altering feats work?

Solar wind (least) could specify the save type to save having to go reference the spell.

Madfellow
2012-07-11, 04:19 PM
At level 20 it's doing either 10d6+Wis damage to 4 different creatures, 20d6+Wis to 2 creatures, or 40d6+Wis to 1 creature. Plus, any creature hit by it will take that damage again the next time it's hit by another player, so you actually double all those values.

Ziegander
2012-07-11, 04:34 PM
I don't see what's "tanky" about this class. Middling HP, medium armor, no abilities or invocations that are focused on drawing enemy fire OR on increasing the Radiant's durability. I'm seeing much more of a DPS nuke/party buffer/controller.

Lix Lorn
2012-07-11, 09:17 PM
metamagic feats cannot be applied to Radiance.* Radiance is a valid choice for the Ability Focus feat.

*But really, it wouldn’t be overpowered or anything. Make one spell level increase lose one dice of damage. Maybe disallow straight +damage feats like empower and maximise. Or yknow, don’t. They spent the feats on it after all.

Why not just make it an SLA, like the eldritch blast, so that the SLA altering feats work?

Solar wind (least) could specify the save type to save having to go reference the spell.
Ooh, both good ideas.


At level 20 it's doing either 10d6+Wis damage to 4 different creatures, 20d6+Wis to 2 creatures, or 40d6+Wis to 1 creature. Plus, any creature hit by it will take that damage again the next time it's hit by another player, so you actually double all those values.
...no. It does 10d6+wis /per hit/. And at level 20, it still only has three attacks, which is 30d6+3wis, assuming you can hit at only +5 to hit. Bear in mind 10d6+wis is about 35 damage, and as base is half fire, which is the most easily resisted.
What's more, the marks do damage equal to the number of dice-in this case, ten-not that many dice again.

Huh. I thought I made them tankier. As a note, they do get tower shields.

Madfellow
2012-07-11, 09:29 PM
But Radiant Barrage says it uses Radiance multiple times in a turn. If they all target the same opponent, it gets multiple chances to hit, and each successful hit deals damage. And the Barrage's description even cited Rapid Shot as a feat that would modify it to grant an extra use per turn.

Ah, now I see that bit in Celestial Vendetta. It might avoid confusion if it instead dealt extra damage equal to the Radiant's wisdom modifier.

Lix Lorn
2012-07-11, 09:42 PM
Ah! With Rapid Shot, you could attack at +13/+13/+8/+3. It's still unlikely the last one would hit.

It might, but it'd be stronger at early levels and weaker at later.

Chronologist
2012-07-11, 09:52 PM
Radiant Barrage is listed at 6th level on the table and 8th on the class list. I assume that 8th level is the correct level, as it’s when the class gains its second attack.

How does Radiance apply to Constructs, Undead, and Oozes, all of whom usually take less or more damage from light-related damage effects?

I would recommend you change the highest-level Invocations from Bright to Brilliant. It just sounds cooler. Also, I know the classes technically has to use invocations, but at the same time I can’t help myself from thinking of them as Illuminations.

I would let a Radiant use Charisma instead of Wisdom as their choice, without sacrificing a feat. If it was Pathfinder, I would definitely make it Charisma (since Paladins now cast with Charisma in that system).

The class is begging for a limited way to heal itself. Come on, the Warlock can so that, and they aren’t nearly as likely to enter melee combat as this class. Lay on Hands seems appropriate, again especially so if it’s pathfinder, since the Radiance damage and the Lay on Hands dice share the same progression.

That’s all, it looks great.

Lix Lorn
2012-07-11, 10:05 PM
Radiant Barrage is listed at 6th level on the table and 8th on the class list. I assume that 8th level is the correct level, as it’s when the class gains its second attack.
Whoops. Good point.


How does Radiance apply to Constructs, Undead, and Oozes, all of whom usually take less or more damage from light-related damage effects?
They take less or more damage?


I would recommend you change the highest-level Invocations from Bright to Brilliant. It just sounds cooler. Also, I know the classes technically has to use invocations, but at the same time I can’t help myself from thinking of them as Illuminations.
Good idea!
Heh. Magical Girl fan?


I would let a Radiant use Charisma instead of Wisdom as their choice, without sacrificing a feat. If it was Pathfinder, I would definitely make it Charisma (since Paladins now cast with Charisma in that system).
I... dunno. They were very much meant to be the wise protectors, rather than the anime heroes.


The class is begging for a limited way to heal itself. Come on, the Warlock can so that, and they aren’t nearly as likely to enter melee combat as this class. Lay on Hands seems appropriate, again especially so if it’s pathfinder, since the Radiance damage and the Lay on Hands dice share the same progression.
There's an invocation for that!

Ziegander
2012-07-11, 10:20 PM
I didn't mean to be overly scathing earlier, I actually quite like this class. It seems able to fill the niche a Swordsage is meant to albeit much more effectively. Which is good, because, as awesome as Tome of Battle, the Crusader, and the Warblade are, the Swordsage just never appealed to me. It seemed to sacrifice too much power in the interest of "versatility."

Lix Lorn
2012-07-11, 10:25 PM
I didn't mean to be overly scathing earlier, I actually quite like this class. It seems able to fill the niche a Swordsage is meant to albeit much more effectively. Which is good, because, as awesome as Tome of Battle, the Crusader, and the Warblade are, the Swordsage just never appealed to me. It seemed to sacrifice too much power in the interest of "versatility."
Thanks. I have a pretty thick skin for crticism and comments.

Swordsage? Interesting. I guess I can see that. The Swordsage is kinda nothing without its maneuvers.

Chronologist
2012-07-11, 11:07 PM
Saying they take more or less damage... doesn't describe how much more or less damage they take. For example, constructs might take 1d4 damage instead of 1d6, while oozes and undead take 1d8 damage. How do you calculate that if you deal an odd-number of dice of damage, and half the damage is fire (and would therefore not be reduced)? It gets... complicated, and some rules would be most helpful.

I can see you making them Wis-based primarily, I suppose a feat isn't that much of a drawback to make them glorious, glorious Charisma-based characters. You gotta love it when your character beats enemies over the head with what's generally considered the #1 dump stat.

I see the invocation now. It is unclear. Does it give you Lay on Hands at 1/2 effectiveness? Is it based on your Charisma, or Wisdom? I don't see the Paragon Touch class feature anywhere, unless it's the general class feature name for the Lay on HAnds of non-good Paladins as well.

And yes, I am totally a Magical Girl fan. I made a Gestalt character, taking levels of Prodigy from a 3rd party technology sourcebook to make a character that could LITERALLY fire an Orbital Friendship Cannon.

Lix Lorn
2012-07-12, 09:31 AM
Fair. I'll just make it an extra 50% from the radiance.

I think I'm averse to making them charisma, purely because I had to work hard to distinguish them from magical girls in my head. I do give a feat to change stat for every homebrew class I do.

That's right, but I think I'll give it full effectiveness. It's not a strong feature, after all.
Paragon's Touch is the name for my Paladin's generic lay on hands. I did link it in the invocation.

stack
2012-07-12, 10:35 AM
Sun’s Blessing
Effective Level: 2
The Radiant infuses the power of the sun and moon into the target, enhancing their power.
This invocation grants a +2 enhancement bonus to a single target. This enhancement bonus is increased by one for each four caster levels the Radiant has. The Invocation lasts for twenty four hours, but cannot be used while the effects of a previous usage linger.

Enhancement bonus to what? If it is to a stat or choice of stats, its great early but ages poorly. Have to be careful with enhancement bonuses and stacking.

SanguineEmpires
2012-07-12, 12:54 PM
Awesome idea! The Light Side needs to get some love every now and then, and I am not playing a lawful good magic girl (I personally subscribe to the Puella Magica school of magic girl).

Yet, to iterate a point mentioned before, this class doesn't seem tanky enough. Maybe you should a class feature like Mettle (Knight PHII), Divine Grace (http://www.d20srd.org/srd/classes/paladin.htm#divineGrace) (Paladin PH), or Steely Resolve (Crusader ToB). Also, this class seems like a tier 4 class to me because of the warlock similarites. If you are aiming for that, great. Otherwise, may I suggest boosting the amount of invocations per level, or taking the approach of some warlock fixes, spliting the invocations into three types: radiant, buff and utility. I would come up with some flavorful names, but I am lazy :smallsmile:.

Great class, for the Light Side!

Lix Lorn
2012-07-12, 06:21 PM
Sun’s Blessing
Effective Level: 2
The Radiant infuses the power of the sun and moon into the target, enhancing their power.
This invocation grants a +2 enhancement bonus to a single target. This enhancement bonus is increased by one for each four caster levels the Radiant has. The Invocation lasts for twenty four hours, but cannot be used while the effects of a previous usage linger.

Enhancement bonus to what? If it is to a stat or choice of stats, its great early but ages poorly. Have to be careful with enhancement bonuses and stacking.
DERP.
It's to an attribute. It should ALWAYS be lower than the average item you'd get at that level, so it's only useful for shoring up weaknesses or at early levels. I hope.


Awesome idea! The Light Side needs to get some love every now and then, and I am not playing a lawful good magic girl (I personally subscribe to the Puella Magica school of magic girl).

Yet, to iterate a point mentioned before, this class doesn't seem tanky enough. Maybe you should a class feature like Mettle (Knight PHII), Divine Grace (http://www.d20srd.org/srd/classes/paladin.htm#divineGrace) (Paladin PH), or Steely Resolve (Crusader ToB). Also, this class seems like a tier 4 class to me because of the warlock similarites. If you are aiming for that, great. Otherwise, may I suggest boosting the amount of invocations per level, or taking the approach of some warlock fixes, spliting the invocations into three types: radiant, buff and utility. I would come up with some flavorful names, but I am lazy :smallsmile:.

Great class, for the Light Side!
Mettle! Mettle is an EXCELLENT idea and /why didn't I think of it/
I may also boost the HD. : / Would that push it into too good at early levels, or..?

((Also note that while they don't get heavy armor for free, they are unimpaired if they take the feat))

SanguineEmpires
2012-07-12, 07:13 PM
I may also boost the HD. : / Would that push it into too good at early levels, or..?
I see no problem with increasing the hit die to d10s.

Well, in my mind, there are only three options for a non-skillful character in melee: d8,d10 and d12. d12s are hit-dies for martial beatsticks, classes that forsake magical power for hitting something harder with a stick. This class is not a martial beatstick, so no d12s for it.
d8s, the current hit-die you have on the class, are used with the sword-sage, cleric, ranger, dusk-blade and psychic warrior. These characters make up for there lack in health with awesome magical powers. Ignoring the cleric, most of these classes stay in combat long enough to decimate the opponent and move to the next, a skirmisher.
d10s are for the god-fearing (I mean, the Soulborn, Dragon Shaman, Paladins and Crusaders all have d10s) classes that use some moderately powerful spell casting to hit a little harder, and survive the attack of the Elder Wyrm dragon long enough for the wizard to smote it. The invocations and radiant powers for this class are not all powerful, at most they match in power to martial maneuvers or a slightly unoptimized psychic warrior. Therefore, this class would fit into the d10 category.

Also, on a unrelated note, those two dead levels make my flesh crawl. When I level up, I like to think that I got a new toy, or slapped a new shiny light on an existing one. I will hold off on any more ideas until I actually play the class. Thanks for the taking my ideas into consideration.

Lix Lorn
2012-07-12, 08:09 PM
I see no problem with increasing the hit die to d10s.

Well, in my mind, there are only three options for a non-skillful character in melee: d8,d10 and d12. d12s are hit-dies for martial beatsticks, classes that forsake magical power for hitting something harder with a stick. This class is not a martial beatstick, so no d12s for it.
d8s, the current hit-die you have on the class, are used with the sword-sage, cleric, ranger, dusk-blade and psychic warrior. These characters make up for there lack in health with awesome magical powers. Ignoring the cleric, most of these classes stay in combat long enough to decimate the opponent and move to the next, a skirmisher.
d10s are for the god-fearing (I mean, the Soulborn, Dragon Shaman, Paladins and Crusaders all have d10s) classes that use some moderately powerful spell casting to hit a little harder, and survive the attack of the Elder Wyrm dragon long enough for the wizard to smote it. The invocations and radiant powers for this class are not all powerful, at most they match in power to martial maneuvers or a slightly unoptimized psychic warrior. Therefore, this class would fit into the d10 category.

Also, on a unrelated note, those two dead levels make my flesh crawl. When I level up, I like to think that I got a new toy, or slapped a new shiny light on an existing one. I will hold off on any more ideas until I actually play the class. Thanks for the taking my ideas into consideration.
d10s it is.

I agree on the dead levels, but I ran out of ideas and didn't want to wait ages.

Kane0
2012-07-12, 09:48 PM
Oohh, another invoker! I like invokers :smallsmile:

Reading over it, the Radiant seems less powerful than my Servitor (which I use as my yardstick for mid-high tier 2 class), and probably for good reason. Assuming you were aiming for a tier on par with or a little higher than the Warlock I'd say you have done a fine job.

As far as flavor goes it is nice, but necessarily narrow. I tried my best to steer away from that and towards multiple choices in flavor when I made my own invoker but there was no chance I'd be able to capture the feel that classes like this and the warlock manage. Hats off to you!

Lix Lorn
2012-07-12, 10:11 PM
Thanks!
I was theoretically aiming for tier 3, I think.

I did try to leave the OPTION for other paths, but the fluff is pretty specific. There should be available options for a moon themed character, especially with the undead stuff.

Snowfire
2012-07-15, 11:11 AM
This class is...well, brilliant :smalltongue:

It's well put together and also well balanced considering what it's balancing against. I also just sort of love it on principle.


I think I'm averse to making them charisma, purely because I had to work hard to distinguish them from magical girls in my head. I do give a feat to change stat for every homebrew class I do.

On that note...be aware I will likely be using this class at least once in the Magical Girl game I am running. If it comes out with anything that could be considered solid playtest material, I will let you know soonest.

Thank you so much for making this. I love it.

Lix Lorn
2012-07-15, 04:55 PM
This class is...well, brilliant :smalltongue:

It's well put together and also well balanced considering what it's balancing against. I also just sort of love it on principle.
Ha. Thank you. xD


On that note...be aware I will likely be using this class at least once in the Magical Girl game I am running. If it comes out with anything that could be considered solid playtest material, I will let you know soonest.

Thank you so much for making this. I love it.
Hee. Well, I hope it manages to hold seperate from the magical girls. :smallsmile: And thank you!

Story Time
2012-07-16, 04:42 AM
...I looked at this class...

...I'm going to wait until the changes are implemented to add more...

Lix Lorn
2012-07-16, 09:36 PM
...I looked at this class...

...I'm going to wait until the changes are implemented to add more...
...which changes?
(confuse)

Lix Lorn
2012-08-15, 02:44 PM
Updated to reflect Diana's release. :smalltongue:
ACF, five new invocations.