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Stratovarius
2015-12-03, 10:31 AM
Twilight Walker

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– Am Shaegar, Human Twilight Walker

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Becoming a Twilight Walker
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Table 1: The Twilight Walker
Hit Die: d4


Level BAB Ref Fort Will Special Abilities Casting
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1 +0 +0 +0 +2 Bonus Feat, Shadow Servant, Master's Bidding +1 Caster Level
2 +1 +0 +0 +3 Elemental Resistance, Sun Servant +1 Caster Level
3 +1 +1 +1 +3 Bonus Feat +1 Caster Level
4 +2 +1 +1 +4 Elemental Resistance, Dawntreader +1 Caster Level
5 +2 +1 +1 +4 Bonus Feat +1 Caster Level
6 +3 +2 +2 +5 Elemental Resistance, Nightwalker +1 Caster Level
7 +3 +2 +2 +5 Bonus Feat +1 Caster Level
8 +4 +2 +2 +6 Threshold +1 Caster Level
9 +4 +3 +3 +6 Bonus Feat +1 Caster Level
10 +5 +3 +3 +7 Eventide Wayfarer +1 Caster Level

Class skills (4 + Int modifier per level): Appraise (Int), Autohypnosis (Int), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Hide (Dex), Knowledge (all skills taken individually) (Int), Move Silently (Dex), Profession (Wis), Speak Language, Spellcraft (Int), Spot (Wis)

Requirements:
Feats: Darkness Comes, Daylight Glows
Spells: Able to cast 3 spells with the Darkness descriptor and 3 with the Light descriptor
Skills: Hide 8, Spot 8

Class Features
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Spellcasting: The Twilight Walker increases all casting features as if the character had gained a level in the appropriate class at each indicated level.
Bonus Feats: The Twilight Walker, at every odd level, gains a bonus feat, chosen from all [Nightlight] and [Daylight] feats. He must still meet the prerequisites of the feat chosen.
Shadow Servant (Su): At 1st level, you gain a Medium shadow elemental as your shadow servant (see the Shadow Servant below). Should your shadow servant die, you can summon a replacement after 24 hours pass. Your shadow servant cannot travel farther from you than 30 feet + 10 feet for each of your Twilight Walker levels (40 feet at 1st level and a maximum of 130 feet at 10th level). If it is forcibly separated from you by more than this distance, the servant dissipates instantly, and you must wait 24 hours to summon a new one.
Master’s Bidding (Su): At 1st level, as a standard action, you can focus your affinity with shadow to enhance your shadow servant, granting it one special ability for 1 round. The special abilities available to your shadow servant are described in the Shadow Servant sidebar, and depend on your class level. For example, at 4th level you could give your servant any of the following special abilities: interact with corporeal, fast healing, extra attack, or cold damage +1d8. At 5th level, you can grant your shadow servant a special ability for 1 round by taking only a move action rather than a standard action. You can choose to use two move actions in the same turn to grant it two abilities. Additional move actions granted by spells, class features, or the like can also be used to further enhance your shadow servant. At 10th level, you can grant your shadow servant a special ability for 1 round by taking only a swift action rather than a move action. You can still use move actions to give it additional abilities. Thus, a 10th-level Twilight Walker who does nothing else in a round can choose to give his shadow servant three special abilities (using one swift action and two move actions). This also applies to the Sun Servant.
Elemental Resistance (Ex): At 2nd level, the shadow and the light in your essence provides cold and fire resistance 5. This resistance increases to 10 at 4th level and 15 at 6th level.
Sun Servant (Su): At 2nd level, you gain a Medium fire elemental as your Sun Servant (see the Sun Servant below). Should your Sun Servant die, you can summon a replacement after 24 hours pass. Your Sun Servant cannot travel farther from you than 30 feet + 10 feet for each of your Twilight Walker levels (40 feet at 1st level and a maximum of 130 feet at 10th level). If it is forcibly separated from you by more than this distance, the servant dissipates instantly, and you must wait 24 hours to summon a new one.
Dawntreader (Su): Sunlight blazes from your body, pouring over the area around you in roiling waves of light. A 10 ft per class level emanation bathes the area, and every enemy within it must save against a DC of 10 + class level + charisma modifier or be blinded for 1 round per class level. This can be activated or suppressed as a standard action, and counts as bright light for the purposes of the [Daylight] feats.
Nightwalker (Su): Darkness spills forth, a black mass that fills the area with a dark cloud. A 10 ft per class level fog (treat as solid fog) surrounds the Twilight Walker. Any creature entering the fog is, one round later, attacked by its shadow twin. Treat this as an illusory, shadowy version of the creature that is only 20% real. If the target creature leaves the fog, the twin disappears. The Twilight Walker and any ally with him is immune to all the fogs effects. The fog counts as darkness for the purposes of the [Nightlight] feats.
Threshold (Su): During the hours of dawn and twilight, the Twilight Walker can slide into the spaces between light and dark. He may shadow walk at will during these hours. Whenever he appears from or disappers into the shadow walk, a sunburst spell is created, centred on his location. He and any ally shadow walking with him is immune to its effects. The caster level for these spells is his character level.
Eventide Wayfarer (Su): At 10th level, double all numerical benefits from [Nightlight] and [Daylight] feats.


Shadow Servant
A Twilight Walker’s servant is an unquestionably loyal, devoted companion. As the master increases in power, the shadow servant also becomes tougher, gaining Hit Dice and special abilities. A Twilight Walker can focus his power and will upon a servant and make it do his bidding.


Level Bonus HD Dex Adj Special Master's Bidding
1st +0 — — Interact with corporeal, fast healing
2nd +1 — Resistance to Cold Extra attack
3rd +2 — Size becomes Large —
4th +3 — Resistance to Cold Cold damage +1d8
5th +4 +2 Deliver touch spells —
6th +5 — Resistance to Cold —
7th +6 +4 — Reach +5 ft.
8th +7 — — DR 5/–
9th +8 +6 Size becomes Huge Speed +20 ft.
10th +9 — Immunity to cold —

Shadow Servant Basics: Use the base statistics for a Medium shadow elemental as given on page 165 of the Tome of Magic, but make the following changes.
Level: The character’s Twilight Walker level.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the shadow servant’s base attack and base save bonuses as appropriate for an elemental. A shadow servant’s base attack bonus is the same as that of a cleric or druid of a level equal to the elemental’s HD. A shadow servant has good Reflex saves (treat it as a character whose level equals the elemental’s HD). A shadow servant gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice (MM 290–291).
Dex Adj: Add this value to the shadow servant’s Dexterity score.
Resistance to Cold (Ex): A shadow servant of a 2nd-level Twilight Walker gains resistance to cold 5. At 4th level this increases to 10, and when the master reaches 6th level, the resistance increases to 20.
Size Increase (Ex): A 3rd-level Twilight Walker’s servant grows to Large size. At 9th level, it increases again to Huge.
Deliver Touch Spells (Su): If its master is 5th level or higher, a shadow servant can deliver touch spells for him. If the master and the servant are in contact at the time the master casts a touch spell, he can designate his servant as the “toucher.” The servant can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the designated spell dissipates.
Immunity to Cold (Ex): The servant of a 10th-level Twilight Walker has immunity to cold.

Master's Bidding
A Twilight Walker can shape the essence of his shadow servant, granting it special abilities and qualities. In this way, the master customizes his servant to his needs of the moment. At first, enhancing a servant in this manner is a standard action, but higher-level masters eventually reduce the effort to a move action and finally a swift action. Even when a Twilight Walker has the ability to bid his servant to gain multiple abilities, any single ability can only be gained once.
Interact with Corporeal (Su): When you grant your shadow servant this bidding, it can perform simple tasks at your command, in a manner identical to the unseen servant spell, except that it retains its own hit points.
Fast Healing (Su): A shadow servant can be bid to regain hit points at a rate of 1 hit point per class level per round.
Extra Attack (Su): When making a full attack action, a shadow servant can be bid to make one extra attack. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation.
Cold Damage (Su): A Twilight Walker can bid its servant to deal an additional 1d8 points of cold damage on a successful hit (stacked with the cold damage that shadow elementals normally deal).
Reach (Su): A shadow servant bid to extend its shadowy arms in this manner increases its reach by 5 feet.
Damage Reduction (Su): Bidding your shadow servant to ignore damage grants it DR 5/–.
Speed (Su): A Twilight Walker can bid its servant to be quick, increasing the servant’s speed by 20 feet.

Sun Servant
A Twilight Walker’s servant is an unquestionably loyal, devoted companion. As the master increases in power, the Sun Servant also becomes tougher, gaining Hit Dice and special abilities. A Twilight Walker can focus his power and will upon a servant and make it do his bidding.


Level Bonus HD Dex Adj Special Master's Bidding
1st +0 — — Fast healing
2nd +1 — Tongue of Fire Extra attack
3rd +2 — Size becomes Large —
4th +3 — Tongue of Fire Fire damage +1d8
5th +4 +2 Deliver touch spells —
6th +5 — Tongue of Fire —
7th +6 +4 — Reach +5 ft.
8th +7 — — DR 5/–
9th +8 +6 Size becomes Huge Speed +20 ft.
10th +9 — Heat Death —

Sun Servant Basics: Use the base statistics for a Medium fire elemental, but make the following changes.
Level: The character’s Twilight Walker level.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the Sun Servant’s base attack and base save bonuses as appropriate for an elemental. A Sun Servant’s base attack bonus is the same as that of a cleric or druid of a level equal to the elemental’s HD. A Sun Servant has good Reflex saves (treat it as a character whose level equals the elemental’s HD). A Sun Servant gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice (MM 290–291).
Dex Adj: Add this value to the Sun Servant’s Dexterity score.
Tongue of Fire (Su): The sun servant gains a fiery breath weapon that deals 3d6 points of damage in a 20-foot line. Those within the area of the tongue of fire take half damage if they succeed on a Reflex saving throw (DC 10 + 1/2 hit dice + Con modifier). At 4th level, the tongue of fire deals 5d6 points of damage, and at 6th level the tongue of fire deals 8d6 points of damage.
Size Increase (Ex): A 3rd-level Twilight Walker’s servant grows to Large size. At 9th level, it increases again to Huge.
Deliver Touch Spells (Su): If its master is 5th level or higher, a Sun Servant can deliver touch spells for him. If the master and the servant are in contact at the time the master casts a touch spell, he can designate his servant as the “toucher.” The servant can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the designated spell dissipates.
Heat Death (Su): A sun servant can take a full attack action to raise the internal temperature of one living creature within 30 feet to lethal levels. The target must succeed on a Fortitude saving throw (DC 14 + sun servant's Cha modifier) or die horrifically as its blood (or other internal fluid) boils. Even on a successful save, the target takes 4d8 points of fire damage from the heat.

Master's Bidding
A Twilight Walker can shape the essence of his Sun Servant, granting it special abilities and qualities. In this way, the master customizes his servant to his needs of the moment. At first, enhancing a servant in this manner is a standard action, but higher-level masters eventually reduce the effort to a move action and finally a swift action. Even when a Twilight Walker has the ability to bid his servant to gain multiple abilities, any single ability can only be gained once.
Fast Healing (Su): A sun servant can be bid to regain hit points at a rate of 1 hit point per class level per round.
Extra Attack (Su): When making a full attack action, a Sun Servant can be bid to make one extra attack. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation.
Fire Damage (Su): A Twilight Walker can bid its servant to deal an additional 1d8 points of fire damage on a successful hit (stacked with the fire damage that fire elementals normally deal).
Reach (Su): A Sun Servant bid to extend its sunlit arms in this manner increases its reach by 5 feet.
Damage Reduction (Su): Bidding your Sun Servant to ignore damage grants it DR 5/–.
Speed (Su): A Twilight Walker can bid its servant to be quick, increasing the servant’s speed by 20 feet.

Nightlight and Daylight

Darkness Comes [Nightlight]
Prerequisites: Ability to cast spells with the Darkness descriptor
Benefit: When in dark and gloomy places, with no or limited natural or artificial light, increase your caster level and DC by 1. When in bright and sunny locales, with strong natural or artificial light, reduce your caster level by 1. Makes Hide permanently a class skill.

Daylight Glows [Daylight]
Prerequisites: Ability to cast spells with the Light descriptor
Benefit: When in bright and sunny locales, with strong natural or artificial light, increase your caster level and DC by 1. When in dark and gloomy places, with no or limited natural or artificial light, reduce your caster level by 1. Makes Spot permanently a class skill.

Darkness Grows [Nightlight]
Prerequisites: Darkness Comes
Benefit: When in dark and gloomy places, with no or limited natural or artificial light, summoned creatures gain the Umbral template. When in bright and sunny locales, with strong natural or artificial light, summoned creatures appear with only half their normal hit points.

Daylight is Born [Daylight]
Prerequisites: Daylight Glows
Benefit: When in bright and sunny locales, with strong natural or artificial light, summoned creatures gain the Half-Celestial template. When in dark and gloomy places, with no or limited natural or artificial light, summoned creatures appear with only half their normal hit points.

Chill of the Night [Nightlight]
Prerequisites: Darkness Comes
Benefit: When in dark and gloomy places, with no or limited natural or artificial light, your spells deal +2 cold damage per damage die. When in bright and sunny locales, with strong natural or artificial light, your spells deal -1 damage per damage die.

Fire of the Day [Daylight]
Prerequisites: Daylight Glows
Benefit: When in bright and sunny locales, with strong natural or artificial light, your spells deal +2 fire damage per damage die. When in dark and gloomy places, with no or limited natural or artificial light, your spells deal -1 damage per damage die.

In Darkness Hide [Nightlight]
Prerequisites: Darkness Comes
Benefit: When in dark and gloomy places, with no or limited natural or artificial light, you gain a +2 bonus to Hide per [Nightlight] feat, and can hide in terrain without cover or concealment when not observed. When in bright and sunny locales, with strong natural or artificial light, you gain a -1 penalty to Hide per [Nightlight] feat.

In Light Reside [Daylight]
Prerequisites: Daylight Glows
Benefit: When in bright and sunny locales, with strong natural or artificial light, you gain a +2 bonus to Spot per [Daylight] feat, and double this bonus when dealing with illusions or invisible creatures. When in dark and gloomy places, with no or limited natural or artificial light, you gain a -1 penalty to Spot per [Daylight] feat.

Within Shadow [Nightlight]
Prerequisites: Darkness Comes
Benefit: When in dark and gloomy places, with no or limited natural or artificial light, you gain a deflection bonus to AC equal to the total of your [Nightlight] feats that lasts until the beginning of the next round whenever you cast a spell. When in bright and sunny locales, with strong natural or artificial light, you are shaken.

Behold Truth [Daylight]
Prerequisites: Daylight Glows
Benefit: When in bright and sunny locales, with strong natural or artificial light, any spell you cast removes all concealment or incorporeality from a target for one round, and dazzles any creature so affected. When in dark and gloomy places, with no or limited natural or artificial light, you are shaken.

Concealing Dark [Nightlight]
Prerequisites: Darkness Comes
Benefit: When in dark and gloomy places, with no or limited natural or artificial light, you gain concealment that lasts until the beginning of the next round whenever you cast a spell. When in bright and sunny locales, with strong natural or artificial light, creatures receive a bonus on attack rolls against you equal to the number of [Nightlight] feats you have.

Illuminating Light [Daylight]
Prerequisites: Daylight Glows
Benefit: When in bright and sunny locales, with strong natural or artificial light, whenever you cast a spell all creatures within 10 ft' per [Daylight] feat must make a Fortitude save (10 + 1/2 character level + Wisdom modifier) or be struck blind for 1 round. When in dark and gloomy places, with no or limited natural or artificial light, you receive a -1 penalty on all saves and are fatigued.

Step of the Shadows [Nightlight]
Prerequisites: Darkness Comes, Concealing Dark
Benefit: When in dark and gloomy places, with no or limited natural or artificial light, when you cast a spell you may teleport up to 10' per [Nightlight] feat. When in bright and sunny locales, with strong natural or artificial light, you can perform only a single move action or standard action each round.

Dance into the Light [Daylight]
Prerequisites: Daylight Glows, Illuminating Light
Benefit: When in bright and sunny locales, with strong natural or artificial light, whenever you cast a spell all allies within 10 ft' per [Daylight] feat heal a number of points equal to 1d8 per [Daylight] feat. When in dark and gloomy places, with no or limited natural or artificial light, you can perform only a single move action or standard action each round.

Magic of the Sun and the Stars [Daylight, Nightlight]
Prerequisites: Darkness Comes, Daylight Glows, two other [Daylight] feats, two other [Nightlight] feats
Benefit: You gain the benefits of all [Daylight] and [Nightlight] feats whenever either one would trigger. You ignore all penalties from those same feats.