GryffonDurime
2007-06-02, 10:57 PM
The Lightsmith - Keeper of the World’s Luminous Secrets
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Lightstore|Class Features
1st|
+0|
+0|
+0|
+2|
2|Lightcraft: Simple Weapons|
2nd|
+1|
+0|
+0|
+3|
4|Lightcraft: Light Armor|
3rd|
+2|
+1|
+1|
+3|
6|Lightcraft: Shields, Ephemera|
4th|
+3|
+1|
+1|
+4|
8|Vermillion Secret|
5th|
+3|
+1|
+1|
+4|
10|Lightcraft: Luminous Weave, Enhancement Lore|
6th|
+4|
+2|
+2|
+5|
12|Amber Secret|
7th|
+5|
+2|
+2|
+5|
14|Lightcraft: Enhancement Lore, Aligned Light|
8th|
+6/+1|
+2|
+2|
+6|
16|Lightcraft: Prismatic Plane|
9th|
+6/+1|
+3|
+3|
+6|
18|Gilded Secret|
10th|
+7/+2|
+3|
+3|
+7|
20|Lightcraft: Martial Weapons, Enhancement Lore|
11th|
+8/+3|
+3|
+3|
+7|
22|Emerald Secret|
12th|
+9/+4|
+4|
+4|
+8|
24|Lightcraft: Incandescent Creature|
13th|
+9/+4|
+4|
+4|
+8|
26|Cerulean Secret, Enhancement Lore|
14th|
+10/+5|
+4|
+4|
+9|
28|Lightcraft: Medium Armor|
15th|
+11/+6/+1|
+5|
+5|
+9|
30|Lavender Secret|
16th|
+12/+7/+2|
+5|
+5|
+10|
32|Enhancement Lore|
17th|
+12/+7/+2|
+5|
+5|
+10|
34|Lightcraft: Shining Haven|
18th|
+13/+8/+3|
+6|
+6|
+11|
36|Amythest Secret, Enhancement Lore|
19th|
+14/+9/+4|
+6|
+6|
+11|
38|Lightcraft: Brilliant Being|
20th|
+15/+10/+5|
+6|
+6|
+12|
40|Alabaster Secret|
[/table]
Alignment: Any
Hit Die: 1d6
Class Skills:
Class Skills: Appraise (Int), Concentration (Con), Craft (Wis), Disable Device (Dex), Knowledge: Arcana (Int), Knowledge: Nature (Int), Knowledge: the Planes (Int), Open Lock (Dex), Profession (Wis), Search (Wis), Spellcraft (Int), Use Magic Device (Cha)
Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.
There are many forces that permeate the world, intrinsic powers both native to nature itself and interwoven into the tapestry of magic. It is easy to see how a magus can draw power from the primal elements and the spiritual realms: the power of flame and air are as easily apparent as the power of heaven and hell. But there are other sources from which an innate magic can be drawn, and the Lightsmith works with, quite obviously the powers that illuminate and color the world. Without light, all the world would be little more than a fumbling illusion, and so it is no wonder that it is held in such regard by the Lightsmith; indeed, many of the most potent spells ever devised by the mages of the world are built on a rudimentary understanding of this natural power: the Seven Veils, the powers of the prism--these are all just facets of the Lightsmith’s true power.
Weapon and Armor Proficiency:[/b[ A Lightsmith is proficient with all simple weapons and light armor and shields except tower shields.
[b]Abilities: Wisdom is a key score for the Lightsmith; at anytime a Lightsmith may only have as many constructs as his Wisdom modifier. As with all classes, Dexterity and Constitution are helpful for not dropping dead.
Lightstore: Unlike typical spell casters who are limited to casting a set number of spells every day, a Lightsmith is limited only by the amount of light he is able to have worked at any given time; this amount is referred to as a smith’s Lightstore. All Lightsmiths carry a specially attuned mirror (worth 200 gp) which they use to work their craft; every morning this mirror gathers the character’s daily allotment of light from any available sources. A character’s Lightsmith level determines the limits of that character’s Lightstore. Units of energy are measured in lumens. Lightsmiths may add their Wisdom modifier as a bonus to Lightstore.
Lightcraft: (Su) Lightcraft is the strict purview of a Lightsmith; it is by this skill that they are able to transform illumination into a solid construct. All such items appear as transparent distortions, an outlined shape given substance until such time as the Lightsmith is sufficiently skilled enough to imbue it with the powers of a color. As a Lightsmith grows in power, he is capable of crafting more and more kinds of items; however all of his constructs must either be renewed each morning (in which case they count against his Lightstore for the day) or deconstructed (a free action at any time, though lumens do not return to a Lightstore until the beginning of the turn after a construct is deconstructed). All weapons created by a Lightsmith are treated as magical weapons for circumventing damage reduction.
Lightcraft: Simple Weapons A Lightsmith may fashion collected light into any kind of simple weapon as a standard action; such weapons always draw 1 lumen from his Lightstore while maintained; 50 pieces of ammunition for a simple ranged weapon may likewise be fashioned from a single lumen. A light smith may treat such constructs as Masterwork by investing an additional lumen.
Lightcraft: Light Armor A Lightsmith may fashion any piece of light armor as a standard action by utilizing two lumens, and may invest an additional lumen to treat the armor as masterwork.
Lightcraft: Shields A Lightsmith may fashion any shield, other than a tower shield, by expending one lumen; again, investing an additional lumen creates a masterwork construct.
Lightcraft: Ephemera A Lightsmith may craft miscellaneous items like jars, ladders, and other common mundane items. Such items require the investment of three lumens per cubic foot the item would occupy. If the item would grant a competence bonus (such as masterwork tools) or is deemed by the DM to be complex, it costs double this amount. Anything more involved than a single hinge is complex.
Vermillion Secret (Su) A Lightsmith of fifth level begins his path to mastering the many faces of the Light, starting with its lowest valley: the Vermillion Secret. Anytime the Lightsmith crafts a construct, he may expend an extra lumen to imbue the creation with the power of the Vermillion Secret. The construct takes on a definite red color. Any weapon imbued with this effect does an additional 1d4 fire damage on a successful hit; any piece or armor grants the wearer fire resistance 5, a shield grants a 10% chance of blocking mundane missiles and projectiles. For every additional lumen invested in this effect, stack these bonuses: investing two lumens means an extra 2d4 fire damage or fire resistance 10, etc. You may never invest more lumens in a single color effect than your Lightsmith level/4.
Lightcraft: Luminous Weave A Lightsmith masters many tricks of illumination in his ascent, and one of the most beloved is the power to defy the very light they draw their powers from. By crafting a luminous weave, a Lightsmith creates a medium-sized cloak capable of rendering its wearer invisible to the naked eye. Crafting a luminous weave requires the investiture of a Lightsmith's maximum Lightstore, and it will automatically deconstruct itself after a number of rounds have passed equal to your Lightsmith level. Such weaves may not be enhanced by a color secret.
Enhancement Lore As a Lightsmith masters his craft, he masters the art of enhancements as per magical weapons. Every time you gain an Enhancement Lore, select an armor or weapon enhancement from the list available to magic items with an enhancement bonus equal to or less than your Lightsmith level/4. Adding an enhancement or a generic enhancement bonus into an item requires the investment of 2 lumen for every point of enhancement granted.
Aligned Light At your choice, any weapon created by the Lightsmith may share his alignement for the purposes of overcoming damage reduction.
Amber Secret As Vermillion Secret, save that the bonus damage done is acidic, armor may grant acid resistance instead of fire, and all shield crafted bear a 10% chance of blocking magical projectiles.
Lightcraft: Prismatic Plane A Lightsmith learns many secrets that the layman usually reserves for true magi, and among them is the creation of a prismatic plane. You may create a plane of light, spending 4 lumens for every ten feet in length and five feet in height. Each plane is treated as a masonry wall, and is completely solid. Prismatic planes do not need any support to remain in place, but they may not be created in such a way as to destroy or displace existing matter. You may imbue prismatic planes with any color secrets, using the shield effect for the wall itself and the weapon effect if the plane is attacked.
Gilded Secret As Vermillion Secret, save that bonus damage is electric, armor grants resistance to electricity, and shields have a 10% chance of blocking gas effects, poison effects, petrification effects, and gaze attacks.
Lightcraft: Martial Weapon Despite a Lightsmith’s modest skills with mundane equipment, he is considered proficient with all martial weapons he crafts from light himself. The only difference between crafting martial weapons and crafting simple weapons is the cost; martial weapons cost 4 lumens to create, 2 to imbue to masterwork status; the same rules apply for creating masterwork ammunition.
Emerald Secret As Vermillion Secret, save that bonus damage is sonic, damage resistance is sonic, and shields grant a 10% chance to block all breath weapons.
Lightcraft: Incandescent Creature At this level of expertise, the Lightsmith is capable of creating a creature from pure light. This ability requires the investment of three lumens for every point of CR in the construct, and any such creatures will obey the Lightsmith without fail. Incandescent Creatures have an appearance in keeping with the general look of their race, and it is impossible for a specific appearance to be crafted in such a way as to delude a target. These constructs take on extraordinary traits and attacks of the creature immitated, but they do not gain any supernatural or spell-like abilities. Creatures created must have been physically observed by the Lightsmith before he can attempt to create one. Incandescent creatures may be invested with color secrets; any natural weapons can gain the weapon effect and the creature itself may gain the shield effect.
Cerulean Secret As Vermillion Secret, save that damage is cold, fire resistance becomes cold resistance, and shield grant a 10% chance to block divinations or mind-altering effects.
Medium Armor A Lightsmith may craft Medium Armor and treats himself as proficient with all such constructs he makes himself. Such armor follows all the rules for crafting simple armor, save that it requires an investiture of 5 lumens to craft and 3 lumens to bring to masterwork status.
Lavender Secret As Vermillion Secret, save that all bonus damage is force damage instead, armor grants a +1 bonus to AC, and shields grant a 10% chance to avoid spell-like abilities.
Lightcraft: Shining Haven Through mastery of the art of Lightcraft, a Lightsmith may produce a Shining Haven: a building constructed solely of luminous power. For every 5 lumens invested, the Haven is composed of any floor plan that can be fit into a ten foot cube. Every color for which the Lightsmith has learned a secret flashes through the walls of the Haven, and the door may only be opened by the Lightsmith. Treat all walls as magically treated, reinforced masonry. Anyone within may see through the walls without difficulty, but no one without may see within. Color secrets may be invested in the Haven as if it were a prismatic plane.
Amythest Secret The final color functions as any other, save that extra damage is 2d4 dice of untyped damage, armor grants a +2 bonus to Spell Resistance, and shields grant a 10% chance to block all spells. Each investment of the Amethyst Secret costs 2 lumens, rather than 1.
Brilliant Being Signaling the approach of his ultimate apotheosis, the Lightsmith is now bathed in an aura of light that provides illumination in all directions for a number of feet equal to twice the lumens in his current Lightstore. This aura is treated as a 9th level light effect for dispelling or negating sources of darkness.
Alabaster Secret Beyond even the power of the Amethyst Secret, the final power a Lightsmith masters is the combination of all the facets of the Light. All constructs imbued with a color secret are also imbued with the Alabaster Secret and become glimmering white, though traces of all seven colors flow through them. Once per turn per construct, the Lightsmith may alter the investiture of lumens and colors in the construct as a free action.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Lightstore|Class Features
1st|
+0|
+0|
+0|
+2|
2|Lightcraft: Simple Weapons|
2nd|
+1|
+0|
+0|
+3|
4|Lightcraft: Light Armor|
3rd|
+2|
+1|
+1|
+3|
6|Lightcraft: Shields, Ephemera|
4th|
+3|
+1|
+1|
+4|
8|Vermillion Secret|
5th|
+3|
+1|
+1|
+4|
10|Lightcraft: Luminous Weave, Enhancement Lore|
6th|
+4|
+2|
+2|
+5|
12|Amber Secret|
7th|
+5|
+2|
+2|
+5|
14|Lightcraft: Enhancement Lore, Aligned Light|
8th|
+6/+1|
+2|
+2|
+6|
16|Lightcraft: Prismatic Plane|
9th|
+6/+1|
+3|
+3|
+6|
18|Gilded Secret|
10th|
+7/+2|
+3|
+3|
+7|
20|Lightcraft: Martial Weapons, Enhancement Lore|
11th|
+8/+3|
+3|
+3|
+7|
22|Emerald Secret|
12th|
+9/+4|
+4|
+4|
+8|
24|Lightcraft: Incandescent Creature|
13th|
+9/+4|
+4|
+4|
+8|
26|Cerulean Secret, Enhancement Lore|
14th|
+10/+5|
+4|
+4|
+9|
28|Lightcraft: Medium Armor|
15th|
+11/+6/+1|
+5|
+5|
+9|
30|Lavender Secret|
16th|
+12/+7/+2|
+5|
+5|
+10|
32|Enhancement Lore|
17th|
+12/+7/+2|
+5|
+5|
+10|
34|Lightcraft: Shining Haven|
18th|
+13/+8/+3|
+6|
+6|
+11|
36|Amythest Secret, Enhancement Lore|
19th|
+14/+9/+4|
+6|
+6|
+11|
38|Lightcraft: Brilliant Being|
20th|
+15/+10/+5|
+6|
+6|
+12|
40|Alabaster Secret|
[/table]
Alignment: Any
Hit Die: 1d6
Class Skills:
Class Skills: Appraise (Int), Concentration (Con), Craft (Wis), Disable Device (Dex), Knowledge: Arcana (Int), Knowledge: Nature (Int), Knowledge: the Planes (Int), Open Lock (Dex), Profession (Wis), Search (Wis), Spellcraft (Int), Use Magic Device (Cha)
Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.
There are many forces that permeate the world, intrinsic powers both native to nature itself and interwoven into the tapestry of magic. It is easy to see how a magus can draw power from the primal elements and the spiritual realms: the power of flame and air are as easily apparent as the power of heaven and hell. But there are other sources from which an innate magic can be drawn, and the Lightsmith works with, quite obviously the powers that illuminate and color the world. Without light, all the world would be little more than a fumbling illusion, and so it is no wonder that it is held in such regard by the Lightsmith; indeed, many of the most potent spells ever devised by the mages of the world are built on a rudimentary understanding of this natural power: the Seven Veils, the powers of the prism--these are all just facets of the Lightsmith’s true power.
Weapon and Armor Proficiency:[/b[ A Lightsmith is proficient with all simple weapons and light armor and shields except tower shields.
[b]Abilities: Wisdom is a key score for the Lightsmith; at anytime a Lightsmith may only have as many constructs as his Wisdom modifier. As with all classes, Dexterity and Constitution are helpful for not dropping dead.
Lightstore: Unlike typical spell casters who are limited to casting a set number of spells every day, a Lightsmith is limited only by the amount of light he is able to have worked at any given time; this amount is referred to as a smith’s Lightstore. All Lightsmiths carry a specially attuned mirror (worth 200 gp) which they use to work their craft; every morning this mirror gathers the character’s daily allotment of light from any available sources. A character’s Lightsmith level determines the limits of that character’s Lightstore. Units of energy are measured in lumens. Lightsmiths may add their Wisdom modifier as a bonus to Lightstore.
Lightcraft: (Su) Lightcraft is the strict purview of a Lightsmith; it is by this skill that they are able to transform illumination into a solid construct. All such items appear as transparent distortions, an outlined shape given substance until such time as the Lightsmith is sufficiently skilled enough to imbue it with the powers of a color. As a Lightsmith grows in power, he is capable of crafting more and more kinds of items; however all of his constructs must either be renewed each morning (in which case they count against his Lightstore for the day) or deconstructed (a free action at any time, though lumens do not return to a Lightstore until the beginning of the turn after a construct is deconstructed). All weapons created by a Lightsmith are treated as magical weapons for circumventing damage reduction.
Lightcraft: Simple Weapons A Lightsmith may fashion collected light into any kind of simple weapon as a standard action; such weapons always draw 1 lumen from his Lightstore while maintained; 50 pieces of ammunition for a simple ranged weapon may likewise be fashioned from a single lumen. A light smith may treat such constructs as Masterwork by investing an additional lumen.
Lightcraft: Light Armor A Lightsmith may fashion any piece of light armor as a standard action by utilizing two lumens, and may invest an additional lumen to treat the armor as masterwork.
Lightcraft: Shields A Lightsmith may fashion any shield, other than a tower shield, by expending one lumen; again, investing an additional lumen creates a masterwork construct.
Lightcraft: Ephemera A Lightsmith may craft miscellaneous items like jars, ladders, and other common mundane items. Such items require the investment of three lumens per cubic foot the item would occupy. If the item would grant a competence bonus (such as masterwork tools) or is deemed by the DM to be complex, it costs double this amount. Anything more involved than a single hinge is complex.
Vermillion Secret (Su) A Lightsmith of fifth level begins his path to mastering the many faces of the Light, starting with its lowest valley: the Vermillion Secret. Anytime the Lightsmith crafts a construct, he may expend an extra lumen to imbue the creation with the power of the Vermillion Secret. The construct takes on a definite red color. Any weapon imbued with this effect does an additional 1d4 fire damage on a successful hit; any piece or armor grants the wearer fire resistance 5, a shield grants a 10% chance of blocking mundane missiles and projectiles. For every additional lumen invested in this effect, stack these bonuses: investing two lumens means an extra 2d4 fire damage or fire resistance 10, etc. You may never invest more lumens in a single color effect than your Lightsmith level/4.
Lightcraft: Luminous Weave A Lightsmith masters many tricks of illumination in his ascent, and one of the most beloved is the power to defy the very light they draw their powers from. By crafting a luminous weave, a Lightsmith creates a medium-sized cloak capable of rendering its wearer invisible to the naked eye. Crafting a luminous weave requires the investiture of a Lightsmith's maximum Lightstore, and it will automatically deconstruct itself after a number of rounds have passed equal to your Lightsmith level. Such weaves may not be enhanced by a color secret.
Enhancement Lore As a Lightsmith masters his craft, he masters the art of enhancements as per magical weapons. Every time you gain an Enhancement Lore, select an armor or weapon enhancement from the list available to magic items with an enhancement bonus equal to or less than your Lightsmith level/4. Adding an enhancement or a generic enhancement bonus into an item requires the investment of 2 lumen for every point of enhancement granted.
Aligned Light At your choice, any weapon created by the Lightsmith may share his alignement for the purposes of overcoming damage reduction.
Amber Secret As Vermillion Secret, save that the bonus damage done is acidic, armor may grant acid resistance instead of fire, and all shield crafted bear a 10% chance of blocking magical projectiles.
Lightcraft: Prismatic Plane A Lightsmith learns many secrets that the layman usually reserves for true magi, and among them is the creation of a prismatic plane. You may create a plane of light, spending 4 lumens for every ten feet in length and five feet in height. Each plane is treated as a masonry wall, and is completely solid. Prismatic planes do not need any support to remain in place, but they may not be created in such a way as to destroy or displace existing matter. You may imbue prismatic planes with any color secrets, using the shield effect for the wall itself and the weapon effect if the plane is attacked.
Gilded Secret As Vermillion Secret, save that bonus damage is electric, armor grants resistance to electricity, and shields have a 10% chance of blocking gas effects, poison effects, petrification effects, and gaze attacks.
Lightcraft: Martial Weapon Despite a Lightsmith’s modest skills with mundane equipment, he is considered proficient with all martial weapons he crafts from light himself. The only difference between crafting martial weapons and crafting simple weapons is the cost; martial weapons cost 4 lumens to create, 2 to imbue to masterwork status; the same rules apply for creating masterwork ammunition.
Emerald Secret As Vermillion Secret, save that bonus damage is sonic, damage resistance is sonic, and shields grant a 10% chance to block all breath weapons.
Lightcraft: Incandescent Creature At this level of expertise, the Lightsmith is capable of creating a creature from pure light. This ability requires the investment of three lumens for every point of CR in the construct, and any such creatures will obey the Lightsmith without fail. Incandescent Creatures have an appearance in keeping with the general look of their race, and it is impossible for a specific appearance to be crafted in such a way as to delude a target. These constructs take on extraordinary traits and attacks of the creature immitated, but they do not gain any supernatural or spell-like abilities. Creatures created must have been physically observed by the Lightsmith before he can attempt to create one. Incandescent creatures may be invested with color secrets; any natural weapons can gain the weapon effect and the creature itself may gain the shield effect.
Cerulean Secret As Vermillion Secret, save that damage is cold, fire resistance becomes cold resistance, and shield grant a 10% chance to block divinations or mind-altering effects.
Medium Armor A Lightsmith may craft Medium Armor and treats himself as proficient with all such constructs he makes himself. Such armor follows all the rules for crafting simple armor, save that it requires an investiture of 5 lumens to craft and 3 lumens to bring to masterwork status.
Lavender Secret As Vermillion Secret, save that all bonus damage is force damage instead, armor grants a +1 bonus to AC, and shields grant a 10% chance to avoid spell-like abilities.
Lightcraft: Shining Haven Through mastery of the art of Lightcraft, a Lightsmith may produce a Shining Haven: a building constructed solely of luminous power. For every 5 lumens invested, the Haven is composed of any floor plan that can be fit into a ten foot cube. Every color for which the Lightsmith has learned a secret flashes through the walls of the Haven, and the door may only be opened by the Lightsmith. Treat all walls as magically treated, reinforced masonry. Anyone within may see through the walls without difficulty, but no one without may see within. Color secrets may be invested in the Haven as if it were a prismatic plane.
Amythest Secret The final color functions as any other, save that extra damage is 2d4 dice of untyped damage, armor grants a +2 bonus to Spell Resistance, and shields grant a 10% chance to block all spells. Each investment of the Amethyst Secret costs 2 lumens, rather than 1.
Brilliant Being Signaling the approach of his ultimate apotheosis, the Lightsmith is now bathed in an aura of light that provides illumination in all directions for a number of feet equal to twice the lumens in his current Lightstore. This aura is treated as a 9th level light effect for dispelling or negating sources of darkness.
Alabaster Secret Beyond even the power of the Amethyst Secret, the final power a Lightsmith masters is the combination of all the facets of the Light. All constructs imbued with a color secret are also imbued with the Alabaster Secret and become glimmering white, though traces of all seven colors flow through them. Once per turn per construct, the Lightsmith may alter the investiture of lumens and colors in the construct as a free action.