Amnoriath
2013-09-23, 09:56 AM
While not the worst PrC in the Magic of Incarnum, the Incandescent champion lacked mechanics and an applied theme to make it worth much. It also had odd requirements so I made it centered around a bit of an unsung soulmeld(Diadem of Purelight) while improving on Marshal auras.
Incandescent Champion
http://www.rovingbandofmisfits.com/wp-content/uploads/2011/10/untitled.bmp
"Where ever there is heart, hope, and truth there is always light" Raegella Urthadar, an Incandescent Champion
Description: Light is an ever important element in all of the world. It brings family and friends closer at home. It reveals truth and distinction. Finally, it brings people out of obscurity who were in darkness. The Incandescent Champion seeks to be all of these while purging the world of shadow and illusions. All Incandescent Champions were marshals at some point usually taking up the cause of good through Incarnate, Soulborn, Cleric, or Paladin.
Prerequisites
Alignment: Any Good
BAB: +3
Essentia Pool: 1
Feats: Any Exalted Feat
Skills: Concentration 6 ranks, Spot 5 ranks
Special: Must be able to shape the Diadem of Purelight soulmeld and must know 1 major aura
Hit Die: d8
{table=head]Level|BAB|Fort|Ref|Will|Special|Essentia Pool|Minor Auras|Major Auras
1st|+0|+2|+0|+2|Flexible Meldshaping, Invest Aura(1), Turn the Dark |1|1|0
2nd|+1|+3|+0|+3|Incandescent Strike, Permanent Diadem|2|1|0
3rd|+2|+3|+1|+3|Discriminating Radiance, Healing Ambience|3|2|1
4th|+3|+4|+1|+4|Incandescent Ray, Invest Aura(2)|4|2|1
5th|+3|+4|+1|+4|Expand Aura, Expand Radiance(+1), Radiant Truth(I) |5|2|1
6th|+4|+5|+2|+5|Merged Diadem, Unbearable Countenance|6|3|1
7th|+5|+5|+2|+5|Invest Aura(3), Guiding Light|7|3|2
8th|+6|+6|+2|+6|Incarnum Overload|8|3|2
9th|+6|+6|+3|+6|Presence of the Corona, Radiant Truth(II)|9|4|2
10th|+7|+7|+3|+7|Expand Radiance(+2), Incandescent Transcendence, Invest Aura(4)|10|4|3[/table]
Class skills: Concentration, Diplomacy, Intimidate, Heal, Knowledge(arcana), Knowledge(religion), Knowledge(the planes), Sense Motive, Spellcraft, Spot
Skill Points at each level: 2+int. modifer
Weapon and Armor Proficiencies: You gain no new proficiencies with weapons, armor, or shields.
Special Abilities
L1 Flexible Meldshaping: If you have meldshaping levels from other classes they stack with this for determining meldshaper level. In addition if you were a Good Incarnate you do not lose access to your soulmelds or your class features if your alignment changes to either Lawful Good or Chaotic Good. However, you still can't use soulmelds with descriptors opposite of your alignment.
Invest Aura(Su): You can select any aura to be invested with essentia. At level 1 and every three levels after you select any aura you know to invested like any other essentia recepticle. Every point of essentia increases the bonus by one. After 8 hours of complete rest you can select a different aura. If you were to swap one of these auras with another that has this same feature while invested the essentia automatically transfers to the new one. If you were to swap it with an aura that does not have this feature the essentia returns to your pool.
Minor Auras(Ex): You may now select minor auras from the Marshal class list.
Turn the Dark(Su): As a standard action you can now purge the creatures of the dark in a brilliant flash of light. Any creature that has light blindness, is sensitive to light, or comes from the plane of shadow is subject to this effect. Those who merely have light sensitivity have a +6 turn resistance and only flee for 1 round. You use the full range specified by your Diadem in which the entire area is treated as full sunlight. This otherwise functions as the turn undead class feature except it can't use items that specifically boost turn undead. Feats that boost or add another effect to turn undead instead apply to the creatures specified above. This may be used 3+cha. modifier times a day and qualifies as turn undead for other features.
L2 Incandescent Strike(Su): You gain a bonus on damage rolls made with any weapon or natural attack you wield equal to the essentia invested in this feature. As long as you have one point of essentia all of your attacks are treated as your alignment for bypassing DR. In addition as a swift action you can sacrifice a turn the dark attempt to give your weapons and natural attacks the brilliant energy weapon enchantment for 1 round except it can affect undead normally.
Major Auras(Ex): You may now select major auras from the Marshal class list.
Permanent Diadem(Ex): The Diadem of Purelight soulmeld no longer counts against soulmelds shaped and is always active. It still does count as a bind if you bind to your crown chakra. You may suppress the effect of the diadem as an immediate action. Also if your effective light spell level exceeds that of a darkness spell it remains in effect. You also open your crown chakra if you couldn't do so before. If you could already you may select any least chakra to open.
L3 Discriminating Radiance(Ex): You can choose to exclude either enemies or allies out of your Diadem's light radius. What this does is where ever the selected target goes the area retains the original lighting of the area. Also this means they may be excluding from any effects in which are tied to the diadem. You can exclude a number of targets equal to your cha. modifier+essentia invested. You may switch these targets as a free action but only once per round.
Healing Ambience(Su): All allies within the area of the diadem's bright light gains fast healing equal to the essentia invested in this feature. Additionally they automatically stabilize and save from massive damage. If you and/or any ally fails a save you can sacrifice a turn the dark attempt to reroll the save. They must take the second result even if it is worse.
L4 Incandescent Ray(Su): As a standard action you can make a ranged touch attack at a range of 60+10/per point of essentia. This attack deals 1d8+1d8/per point of essentia+con. modifer damage. The target must save make a fortitude save at 10+1/2 HD+cha. modifer or become blinded for 1+1/essentia rounds. If they are successful they merely become dazzled for half the time. This may be treated as direct sunlight for the rounds of the blinded condition. Those without eyes are immune to the blindness effect, but not the light. Undead who are sensitive to the light are not immune to the save.
L5 Expand Aura(Su): Your auras now expand by 10 feet per point of essentia that are invested in them.
Expand Radiance(Ex): Your Diadem of Purelight always acts as if it has one point of essentia invested but it does not count against the maximum amount that can be invested. This happens again at level 10.
Radiant Truth(Su): You can make a sense motive check as a full-round action that provokes an attack of opportunity against a target with a DC of 10+HD+wis. modifier to gain the results of the detect evil/good/law/chaos/thoughts spells. This can be maintained by making a concentration check equal to 10+HD of the creature as a move action up to half your level in rounds in which you must wait for double the time to use it again. Your increased aura, intelligence, and spell level is equal to the essentia for the purpose of determing the effects of the spells and interacting with others. You can use it against any creature within the light affect of your diadem.
At level 9 as a standard action you may sacrifice a turn the dark attempt to suppress spells of the illusion school for 1+cha. modifier rounds. Essentia invested in this must exceed the spell level of the illusion to be suppressed.
L6 Merged Diadem(Ex): Your Diadem of Purelight now seems to completely merge into your forehead. The diadem is now considered a supernatural effect meaning it can not be dispelled. Effects that specifically unshape soulmelds now only function as a normal dispel. You also gain its crown bind effect permanently however this does not count as a bound soulmeld. If you know other soulmelds you can open your brow chakra. If you already have your brow chakra opened you may open any other lesser chakra.
Unbearable Countenance(Su): You gain a limited form of a gaze attack. As a standard action you transform your eyes into flashing yellow orbs and last for rounds equal to half your class level. Creatures with in the full light area of your diadem must make a will save(charisma based) or become staggered for 1+1/essentia rounds. Those sensitive to full light suffer a penalty to attacks, skills, saves and AC equal to 1/4 meldshaper level. If they save they do not become staggered but the penalty is halved for half the amount of time. Those who are harmed by full light or blinded by it become nauseated. If they succeed they become staggered for half duration and suffer the penalty the same way as those who are light-sensitive. Those who successfully save against this can not be affected by it for one hour. This is a mind-affecting ability but those sensitive to the light are not immune to this.
L7 Guiding Light(Ex): Your crown bind effect may now reduce total concealment down to regular concealment. You can sacrifice a turn the dark attempt to outline all targets in a golden haze suffering a penalty to hide checks equal to 10+meldshaper level for 1+cha modifier rounds. Additionally the haze in the full light area seems to guide attack rolls negating cover and reducing total cover to regular cover of enemies.
L8 Incarnum Overload(Su): You can sacrifice a turn the dark attempt as part of the swift action to reallocate essentia in order to expand an essentia recepticle by your charisma modifier. This lasts for 1+1/2(round down) con. modifier rounds, multiple uses do not stack. After the effect ends all essentia invested in that recepticle returns to your pool and it can not be invested in for an equal amount of time.
L9 Presence of the Corona(Su): Your diadem's aura can damage those who enter. Targets in the full light area take damage equal to 1d6 per point of essentia and treat it as difficult terrain as long as there is one point of essentia invested. In the outer area targets only take half damage. Targets are allowed are reflex save(charisma based) for half damage or no damage if it is in the partial light area. Light-senstive creatures take a -2 penalty to the save. Creatures harmed by light take double damage.
L10 Incandescent Transcendence(Ex): You become one with the light and shed your dark mortality. You become an outsider with native and good subtyes. You also do not age and only needs two hours of direct sunlight to obtain sustenance for the day.
Additionally for times equal to 1+con. modifier times a day as a standard action you can become a being of pure light. Your diadem is treated at maximum investment for essentia. You gain the incoporeal subtype except that your deflection bonus is equal to any armor and shield bonus you possess, not your charisma modifier. Additionally you are immune to and ignore stunning, critical hits, darkness, and death effects. However all your items are meld in this new form becoming inert and you may not make physical attacks but you may use your Incandescent Champion abilities and auras normally. This lasts for rounds equal to half your class level.
Incandescent Champion
http://www.rovingbandofmisfits.com/wp-content/uploads/2011/10/untitled.bmp
"Where ever there is heart, hope, and truth there is always light" Raegella Urthadar, an Incandescent Champion
Description: Light is an ever important element in all of the world. It brings family and friends closer at home. It reveals truth and distinction. Finally, it brings people out of obscurity who were in darkness. The Incandescent Champion seeks to be all of these while purging the world of shadow and illusions. All Incandescent Champions were marshals at some point usually taking up the cause of good through Incarnate, Soulborn, Cleric, or Paladin.
Prerequisites
Alignment: Any Good
BAB: +3
Essentia Pool: 1
Feats: Any Exalted Feat
Skills: Concentration 6 ranks, Spot 5 ranks
Special: Must be able to shape the Diadem of Purelight soulmeld and must know 1 major aura
Hit Die: d8
{table=head]Level|BAB|Fort|Ref|Will|Special|Essentia Pool|Minor Auras|Major Auras
1st|+0|+2|+0|+2|Flexible Meldshaping, Invest Aura(1), Turn the Dark |1|1|0
2nd|+1|+3|+0|+3|Incandescent Strike, Permanent Diadem|2|1|0
3rd|+2|+3|+1|+3|Discriminating Radiance, Healing Ambience|3|2|1
4th|+3|+4|+1|+4|Incandescent Ray, Invest Aura(2)|4|2|1
5th|+3|+4|+1|+4|Expand Aura, Expand Radiance(+1), Radiant Truth(I) |5|2|1
6th|+4|+5|+2|+5|Merged Diadem, Unbearable Countenance|6|3|1
7th|+5|+5|+2|+5|Invest Aura(3), Guiding Light|7|3|2
8th|+6|+6|+2|+6|Incarnum Overload|8|3|2
9th|+6|+6|+3|+6|Presence of the Corona, Radiant Truth(II)|9|4|2
10th|+7|+7|+3|+7|Expand Radiance(+2), Incandescent Transcendence, Invest Aura(4)|10|4|3[/table]
Class skills: Concentration, Diplomacy, Intimidate, Heal, Knowledge(arcana), Knowledge(religion), Knowledge(the planes), Sense Motive, Spellcraft, Spot
Skill Points at each level: 2+int. modifer
Weapon and Armor Proficiencies: You gain no new proficiencies with weapons, armor, or shields.
Special Abilities
L1 Flexible Meldshaping: If you have meldshaping levels from other classes they stack with this for determining meldshaper level. In addition if you were a Good Incarnate you do not lose access to your soulmelds or your class features if your alignment changes to either Lawful Good or Chaotic Good. However, you still can't use soulmelds with descriptors opposite of your alignment.
Invest Aura(Su): You can select any aura to be invested with essentia. At level 1 and every three levels after you select any aura you know to invested like any other essentia recepticle. Every point of essentia increases the bonus by one. After 8 hours of complete rest you can select a different aura. If you were to swap one of these auras with another that has this same feature while invested the essentia automatically transfers to the new one. If you were to swap it with an aura that does not have this feature the essentia returns to your pool.
Minor Auras(Ex): You may now select minor auras from the Marshal class list.
Turn the Dark(Su): As a standard action you can now purge the creatures of the dark in a brilliant flash of light. Any creature that has light blindness, is sensitive to light, or comes from the plane of shadow is subject to this effect. Those who merely have light sensitivity have a +6 turn resistance and only flee for 1 round. You use the full range specified by your Diadem in which the entire area is treated as full sunlight. This otherwise functions as the turn undead class feature except it can't use items that specifically boost turn undead. Feats that boost or add another effect to turn undead instead apply to the creatures specified above. This may be used 3+cha. modifier times a day and qualifies as turn undead for other features.
L2 Incandescent Strike(Su): You gain a bonus on damage rolls made with any weapon or natural attack you wield equal to the essentia invested in this feature. As long as you have one point of essentia all of your attacks are treated as your alignment for bypassing DR. In addition as a swift action you can sacrifice a turn the dark attempt to give your weapons and natural attacks the brilliant energy weapon enchantment for 1 round except it can affect undead normally.
Major Auras(Ex): You may now select major auras from the Marshal class list.
Permanent Diadem(Ex): The Diadem of Purelight soulmeld no longer counts against soulmelds shaped and is always active. It still does count as a bind if you bind to your crown chakra. You may suppress the effect of the diadem as an immediate action. Also if your effective light spell level exceeds that of a darkness spell it remains in effect. You also open your crown chakra if you couldn't do so before. If you could already you may select any least chakra to open.
L3 Discriminating Radiance(Ex): You can choose to exclude either enemies or allies out of your Diadem's light radius. What this does is where ever the selected target goes the area retains the original lighting of the area. Also this means they may be excluding from any effects in which are tied to the diadem. You can exclude a number of targets equal to your cha. modifier+essentia invested. You may switch these targets as a free action but only once per round.
Healing Ambience(Su): All allies within the area of the diadem's bright light gains fast healing equal to the essentia invested in this feature. Additionally they automatically stabilize and save from massive damage. If you and/or any ally fails a save you can sacrifice a turn the dark attempt to reroll the save. They must take the second result even if it is worse.
L4 Incandescent Ray(Su): As a standard action you can make a ranged touch attack at a range of 60+10/per point of essentia. This attack deals 1d8+1d8/per point of essentia+con. modifer damage. The target must save make a fortitude save at 10+1/2 HD+cha. modifer or become blinded for 1+1/essentia rounds. If they are successful they merely become dazzled for half the time. This may be treated as direct sunlight for the rounds of the blinded condition. Those without eyes are immune to the blindness effect, but not the light. Undead who are sensitive to the light are not immune to the save.
L5 Expand Aura(Su): Your auras now expand by 10 feet per point of essentia that are invested in them.
Expand Radiance(Ex): Your Diadem of Purelight always acts as if it has one point of essentia invested but it does not count against the maximum amount that can be invested. This happens again at level 10.
Radiant Truth(Su): You can make a sense motive check as a full-round action that provokes an attack of opportunity against a target with a DC of 10+HD+wis. modifier to gain the results of the detect evil/good/law/chaos/thoughts spells. This can be maintained by making a concentration check equal to 10+HD of the creature as a move action up to half your level in rounds in which you must wait for double the time to use it again. Your increased aura, intelligence, and spell level is equal to the essentia for the purpose of determing the effects of the spells and interacting with others. You can use it against any creature within the light affect of your diadem.
At level 9 as a standard action you may sacrifice a turn the dark attempt to suppress spells of the illusion school for 1+cha. modifier rounds. Essentia invested in this must exceed the spell level of the illusion to be suppressed.
L6 Merged Diadem(Ex): Your Diadem of Purelight now seems to completely merge into your forehead. The diadem is now considered a supernatural effect meaning it can not be dispelled. Effects that specifically unshape soulmelds now only function as a normal dispel. You also gain its crown bind effect permanently however this does not count as a bound soulmeld. If you know other soulmelds you can open your brow chakra. If you already have your brow chakra opened you may open any other lesser chakra.
Unbearable Countenance(Su): You gain a limited form of a gaze attack. As a standard action you transform your eyes into flashing yellow orbs and last for rounds equal to half your class level. Creatures with in the full light area of your diadem must make a will save(charisma based) or become staggered for 1+1/essentia rounds. Those sensitive to full light suffer a penalty to attacks, skills, saves and AC equal to 1/4 meldshaper level. If they save they do not become staggered but the penalty is halved for half the amount of time. Those who are harmed by full light or blinded by it become nauseated. If they succeed they become staggered for half duration and suffer the penalty the same way as those who are light-sensitive. Those who successfully save against this can not be affected by it for one hour. This is a mind-affecting ability but those sensitive to the light are not immune to this.
L7 Guiding Light(Ex): Your crown bind effect may now reduce total concealment down to regular concealment. You can sacrifice a turn the dark attempt to outline all targets in a golden haze suffering a penalty to hide checks equal to 10+meldshaper level for 1+cha modifier rounds. Additionally the haze in the full light area seems to guide attack rolls negating cover and reducing total cover to regular cover of enemies.
L8 Incarnum Overload(Su): You can sacrifice a turn the dark attempt as part of the swift action to reallocate essentia in order to expand an essentia recepticle by your charisma modifier. This lasts for 1+1/2(round down) con. modifier rounds, multiple uses do not stack. After the effect ends all essentia invested in that recepticle returns to your pool and it can not be invested in for an equal amount of time.
L9 Presence of the Corona(Su): Your diadem's aura can damage those who enter. Targets in the full light area take damage equal to 1d6 per point of essentia and treat it as difficult terrain as long as there is one point of essentia invested. In the outer area targets only take half damage. Targets are allowed are reflex save(charisma based) for half damage or no damage if it is in the partial light area. Light-senstive creatures take a -2 penalty to the save. Creatures harmed by light take double damage.
L10 Incandescent Transcendence(Ex): You become one with the light and shed your dark mortality. You become an outsider with native and good subtyes. You also do not age and only needs two hours of direct sunlight to obtain sustenance for the day.
Additionally for times equal to 1+con. modifier times a day as a standard action you can become a being of pure light. Your diadem is treated at maximum investment for essentia. You gain the incoporeal subtype except that your deflection bonus is equal to any armor and shield bonus you possess, not your charisma modifier. Additionally you are immune to and ignore stunning, critical hits, darkness, and death effects. However all your items are meld in this new form becoming inert and you may not make physical attacks but you may use your Incandescent Champion abilities and auras normally. This lasts for rounds equal to half your class level.