View Full Version : Enlightened Spirit, A Simple Fix (PEACH)

2014-01-31, 02:08 AM
Hey guys, I'm trying to come up with a fix for the Enlightened Spirit PrC. This is what I have so far.


Entry Requirements
Alignment: Any good.
Skills: Knowledge (the planes) 8 ranks
Special: Eldritch Blast 3d6, Must have made peaceful contact with a good Outsider

Hit Die: d6
Skill Points: 2 + Int modifier per level
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise(Cha), Intimidate(Cha), Jump(Str), Knowledge (arcana, religion, the planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha)

Class Levels: 10
BAB: Medium
High Saves: Will

1: Aura of Courage, Aura of Menace, Spirit Blast
2: Eldritch Blast +1d6, Spirit Armor
3: Celestial Flight
4: Eldritch Blast +2d6, Tongues
5: Energy Resistance 5, Shape Invocation
6: Eldritch Blast +3d6
7: Holy Blast
8: Eldritch Blast +4d6
9: Transform Magic
10: Eldritch Blast +5d6, Death Ward

Invoking: At each level, you gain an increase in invoker level as if you had also gained a level in the warlock class. You do not, however, gain any other benefit a character of that class would have gained.

Aura of Courage (Su): You are immune to fear, and each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects.

Aura of Menace (Su): A righteous aura surrounds you whenever you fight. Any hostile creature within 20 feet of you takes a -2 penalty on attacks, AC, and saves for 24 hours or until it successfully hits you. A creature that has resisted the effect can't be affected again by your aura.

Spirit Blast (Sp): This invocation (Lesser; 4th; Eldritch Essence) allows you to change your eldritch blast into a spirit blast. The blast deals an extra 1d6 points of Good damage per two class levels to undead. Your spirit blast also affects incorporeal creatures without the normal miss chance.

Eldritch Blast (Sp): At 2nd level and every even-numbered level thereafter, the damage of your eldritch blast improves by ld6 points.

Spirit Armor (Su): Beginning at 2nd level, you may add your Charisma bonus (if any) as a sacred bonus to your AC, up to your Enlightened Spirit level.

Celestial Flight (Sp): At 3rd level, you gain the celestial flight invocation (Lesser; 3rd). The powers of light bear you aloft as you sprout shimmering spirit wings. You can fly at a speed equal to your land speed with good maneuverability for 24 hours. At 10th level your fly speed increases by 30' and you can fly with perfect maneuverability.

Tongues (Su): Beginning at 4th level, you can speak any language. This ability works as the tongues spell does, except that it is continuously active. You can suppress or resume the effect as a free action.

Energy Resistance (Su): At 5th level, you gain resistance 5 to any two of the following energy types: acid, cold, electricity, fire, and sonic. This resistance stacks with any gained from the Warlock class.

Shape Invocation (Sp): At 5th level, you learn any one least, lesser, or greater blast shape invocation.

Holy Blast (Sp): At 7th level, you gain the ability to change your eldritch blast into a holy blast. The blast deals an extra 1d6 points of Holy damage per two class levels (minimum 1d6) to evil outsiders. The blast may also affect any evil outsider as if you had cast a Dimensional Anchor (http://www.d20srd.org/srd/spells/dimensionalAnchor.htm) spell on it.

Transform Magic (Sp): Gained at 9th level, this invocation (Greater; 6th) allows you to deliver a targeted greater dispel magic (http://www.d20srd.org/srd/spells/dispelMagicGreater.htm) with your touch. You or any ally within 30 feet of you can heal 5 points of damage for each spell level dispelled by this touch (the spell level is determined by its caster's class). For example, if you successfully dispel a wall of ice, you or an ally can heal up to 20 points of damage. You can't transform your own invocations.

Death Ward (Su): At 10th level, you become immune to death spells, magical death effects, energy drain, and negative energy effects as the death ward spell.

1st level: The original class granted invocations, but didn't actually advance Invoker level, which led to some confusion. Therefore, the class now explicitly advances Invoker level. Aura of Menace also has a bigger area of effect, to match the aura possessed by archons, as it makes no sense to have it work differently here. Finally, Spirit Blast now deals Good damage, and deals an extra 2d6 damage to undead, instead of +1 damage per die.

2nd level: Spirit Armor now adds Cha to AC, but only to a maximum of the character's ES level. This makes it more consistent with other class features that grant an AC bonus. It also gives Warlocks who go into this class a reason to invest in Cha, whereas before it could work with 3s across the board.

3rd level: Celestial Flight now improves at level 10, in a manner consistent with other class features that grant a flight speed.

5th level: Energy Resistance can now be gained for sonic damage, just like the Warlock ability of the same name. This fixes what would appear to be an oversight in the main text.

7th level: Holy Blast now deals Holy damage, and deals an extra 1d6 points of damage per two levels instead of +1 damage per die.