View Full Version : Illumináre ( A new twist on an old race)

2018-12-01, 06:39 PM
There is no record of what race the Illumináre originally were, though it is evident they were humanoid of some kind. Even less is known about their original homeland, or indeed what plane it may have been located. What is known about the race is the Illumináre devoted their entire existence to the destruction of evil, often taking the role of paladins and clerics of benevolent deities. As the efforts of the Illumináre escalated, so too did the efforts of evil. This led Illumináre mages, priests, and scholars to begin experimenting with the forces of the positive energy plane and the mysterious golden light of Mercuria; the second layer of Mount Celestia, planes that many of the Illumináre champions called upon regularly to aid them in battle. The sages believed that a way could be found to literally integrate these forces into the physiology of the Illumináre race. After generations of research, the mages, priests, and scholars made steps in the right direction but stood no closer to their final goal. It would take a great tragedy and divine intervention to allow the Illumináre to realize their dream. As legends tell it, a war raged across the lands and the death tolls reached unimaginable numbers as the forces of a great evil ravaged the innocent seeking only the end of existence. At the forefront of the resistance stood the Illumináre who valiantly fought the legions of entropy, as the forced of evil came to be known, caring not for themselves but rather for the survival of the other races who had fallen. On the eve of the Illumináre’s near extinction, the race took a collective stand against the enemy, sacrificing thousands of their numbers to save the land from the evil forces. Though the Illumináre were victorious, it came at a heavy cost as only a fraction of the race survived. Legend holds that a deity of chivalry and heroism took notice of the sacrifice made by the Illumináre and offered a sign of thanks and acceptance by granting them the connection with the planes that they desired. Since that momentous event, the Illumináre have worked to live up to the faith placed on them by the deity by working as champions of good and justice. They are living conductors of positive holy energy and a bane to the forces of evil, especially the undead.

Tending to be more focused than friendly and far more driven than flippant, the Illumináre are often perceived as aloof or antisocial. This is rarely true; in fact, the Illumináre endeavor to find acceptance and integration in the lands of other races and societies. Illumináre are natural-born champions of honor, justice, redemption, and chivalry. Though their unique appearance frightens those who would first come into contact with them.

Physical Description:
Illumináre are humanoids who stand between five and a half and six and a half feet tall and weigh between 115 and 225 pounds. In appearance, the Illumináre possess the basic figure of humanoid glowing a soft golden yellow, but they have translucent skin that serves as a sort of seal to contain and shape the positive and holy energies that make up their body. They have no hair, and their bodies lack the detail that those of normal races possess. Their bodies feature just enough defining characteristics to distinguish between males and females. The Illumináre do wear clothing and armor, favoring the styles of those they travel through. As creatures of energy, the Illumináre glow with a light that increases and decreases in intensity as well as color with the changing of their moods. They possess no bodily organs or fluids they bleed the life energy upon which their existence depends. An Illumináre still loses hit points due to injury and dies when his life energies are dispersed. Additionally, death magic and similar effects that would harm another race are equally effective against the Illumináre, unless their racial traits or other special abilities state otherwise. The Illumináre do not need to eat or even sleep. The average life span of an Illumináre is 2000 years. When an Illumináre couple decide to conceive a child, both must sacrifice a portion of their own life energy. These energies meld and produce the child, mimicking many of the same reproductive processes of more mundane races.

Illumináre are often outcasts in other lands, as their unique appearance tends to either uplift or frighten casual onlookers. As chivalrous as the Illumináre are, their devotion to the destruction of evil makes them a very focused, and unfortunately, this gives the impression of a very unsociable race. They tend to be direct and blunt which again, is off putting to other races and societies. Despite their lack of social graces, they are one of the most devoted and fiercely loyal races one is likely to encounter. When an Illumináre devotes himself to a cause, he will act as its champion for life.

Illumináre believe in law and order, and they are devoted to the struggle against evil. Many Illumináre view the ways of chaos as sternly as they view the ways of evil, believing them to be two sides of the same dark path. While most are Lawful Good, Neutral Good is uncommonly found, and whilst as rare as a robin’s tooth, Chaotic Good is found as well, as suspected they are the black sheep of the race. Due to the unique method they were created, it is impossible to find neutral let alone evil aligned Illumináre

Illumináre Lands:
The Illumináre usually travel across the realms fighting evil wherever they find it. An ancient Illumináre saying proclaims, “Evil knows no borders, and neither shall we.” While the Illumináre often respect dwarves, they have a more difficult time finding their place in dwarven lands due to feeling the dwarves are not as zealous in their pursuit of good as they should be. The Illumináre do not often stay for long in the lands of other races, finding the other races too disorganized or chaotic, but this does not mean they will not champion other peoples if the need arises.

The Illumináre worship deities of law, valor, heroism, and chivalry. Illumináre also have a strong devotion to immortals; past heroes of the Illumináre race, best described as saints in the way they are revered to other races

The Illumináre speak a language reminiscent of celestial, but different enough that the speaker of one does not understand the other language. Hearing an Illumináre speaking is at first a little frightening, as their voice seem to echo with some sort of mystical power.

Illumináre names are often as orderly as the race itself. The parents will sometimes spend weeks or even months researching ancestral texts and records before choosing a child’s name.
Female names- Shiastra, Ciave, Zede, Phrerle, Yrma, Thaechi, Ghyphronath, Stelnela, Llichenie, Zaphnepae
Male names- Gadjos, Heedjo, Qusen, Zakyul, Qamedjuz, Rajyuteel, Rerzimal, Zidemi, Jomrakal, Kakada

Illumináre are unlike most other races in that every member seeks adventure and regularly risks their lives and limbs to protect the meek and uphold righteousness.

Illumináre Racial Traits
+2 Wisdom, –2 Charisma: Illumináre are gifted with insight and a strong bond to both Mount Celestia and the positive energy plane. Their rigid beliefs and values sometimes lead to the Illumináre being characterized as harsh and closed minded, and this often impairs their ability to interact with others
•Medium-size: As Medium-size creatures, Illumináre have no special bonuses or penalties due to their size
• Poison Immunity: As beings of energy, Illumináre have racial immunity to all natural poisons. This ability does not protect the Illumináre from magical or supernatural poisons.
• +4 racial bonus on all saving throws vs. Necromancy magic. As beings of positive energy, the Illumináre have an increased resistance to the powers of necromancy.
• Unique Anatomy: As a being of energy, an Illumináre can intensify his natural glow to match the effects of torchlight or moonlight. An Illumináre can also dim this glow at times when stealth is called for, but this is more difficult to accomplish. An Illumináre must make a Fortitude save (DC 15) to dim his glow for a number of rounds equal to his Constitution score. The character can attempt this any number of times, but it requires a Fortitude save each time that increases by +2 for each subsequent save.
•Immunity to Bleed: As beings of energy, the Illumináre are immune to spells, abilities, or effects that would cause bleed damage.
•Enhanced Turning: As beings of positive energy, the Illumináre are deadly foes to the undead. An Illumináre character who has the ability turns undead as a character two levels higher.
•Automatic Languages: Vibannes and Common. Bonus Languages: Celestial, Dwarven, and Elven. A well-traveled Illumináre can learn a wide variety of languages.
•Favored Class: Paladin. A multiclass Illumináre’ paladin class does not count when determining whether he suffers a Penalty for multicasting. The Illumináre are inherently suited to lives as champions of law and goodness.

Racial feats
Purifying Light [General]
As an Illumináre, you can use your energies to aid allies from the harmful effects of poisons.

You must be an Illumináre.

Each day, a number of times equal to your Constitution modifier, you can channel your energies to grant a victim stricken by poison an additional saving throw (if the first failed).

Unyielding Aura [General]
By carefully controlling and manifesting your energies, you can aid and inspire your allies in battle.

You must be an Illumináre.

Once per day, you can manifest the forces of the positive energy plane to create a 20-foot radius aura that grants all of your allies in the area of effect a +1 morale bonus to all attack rolls, damage, and saving throws. This lasts 1 round plus a number of rounds equal to every 4th base attack bonus.

2018-12-01, 08:55 PM
\n\n\t[tr]LevelBABFortRefWillSpecial 1st2nd3rd4th5th
[td]1st+1+2+0+2Create Light, Heart of Valor1————
2nd+2+3+0+3Blinding Light, Empowered Turning2————
3rd+3+3+1+3Celestial Companion21———
4th+4+4+1+4Light of Truth Weapon of Justice31———
5th+5+4+1+4Armor of Light, Spear of Light321——
6th+6+5+2+5Unquenchable Light321——
7th+7+5+2+5Radiant Protection4321—
8th+8+6+2+6Bane of Evil4321—
9th+9+6+3+6Light of Faith5432—
10th+10+7+3+7Brilliant Radiance54321

Alignment: Any
Hit Die: 1d10

Alignment: Lawful Good
Base Attack Bonus: +5
Feats: Extra Turning, Purifying Aura
Special: Must have the Divine Grave class ability

Class Skills:
Class Skills
The light bearer’s class skills (and the key ability for each skill) are Concentration (Con),Craft (Int), Diplomacy (Cha), Handle Animal(Cha), Heal (Wis), Knowledge (arcana) (Int),Knowledge (religion) (Int), Profession (Wis),Ride (Dex), and Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier

Class Features
All of the following are class features of the light bearer prestige class.
Weapon and Armor Proficiency:
The light bearer gains no additional proficiency with weapons, armor, or shields.

Create Light (Sp):
The light bearer has the ability to spontaneously call upon the planar energies within him to illuminate his path. At will he may cast daylight as a standard action. This effect works as the spell cast at the light bearer’s character level.

Heart of Valor (Sp):
Alight bearer’s passion for battling evil inspires those around him to greater courage. Alight bearer can infuse his allies with valor a number of times each day equal to 3 plus his Wisdom modifier. This ability acts as a remove fear spell cast at the light bearer’s character level.

A light bearer gains the ability to cast a small number of divine spells, which are drawn from the light bearer spell list. A light bearer must choose and prepare his spells in advance.

To prepare or cast a spell, a light bearer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a light bearer’s spell is 10 + the spell level + the light bearer’s Wisdom modifier.

Like other spellcasters, a light bearer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Light bearer. In addition, he receives bonus spells per day if he has a high Wisdom score.

A light bearer prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to spontaneously cast a cure spell in its place. A light bearer may prepare and cast any spell on the light bearer spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Blinding Light (Su):
When attaining 2nd level, the light bearer uses his create light ability, he may choose to instead produce a single burst of dazzling light rather than the sustained glow of a daylight spell. The light bearer creates a blinding flash of light in a 30-foot radius. All creatures within this area must make a Will save (DC 14 + the light bearer’s Charisma modifier) or be blinded for 2d6 rounds. Orcs, drow, and other creatures sensitive to sunlight suffer a –2 penalty to this saving throw. A light bearer may do this three time per day plus a number of times equal to Constitution modifier.

Empower Turning (Su):
At 2nd level the light of the planar energies within him is baneful to the undead, who avoid it all costs. When attempting to turn undead, the light bearer gains a competence bonus to his turning check and his turning damage check. Searing pulse of light erupts from the light bearer’s holy symbol, smiting the undead he faces.

Celestial Companion (Ex):
At 3rd level, the light bearer gains the services of a lantern archon. This creature faithfully serves the light bearer as an advisor, ally, and companion. Treat this creature as a Druid’s animal companion for purposes of its Hit Dice, hit points, attacks, natural armor bonus, saving throws, and special abilities based on its master’s level. In addition, the Lantern Archon increases in intelligence like a Wizard Familiar at half its master’s level.

Light of Truth (Su):
At 4th level once per day, the light bearer can bathe the area around him in the light of truth. Radiance pours from his body, illuminating a 60-foot-radius area. Creatures within this area must make a Will save with DC of 15 + the light bearer’s Charisma modifier or be compelled to speak the truth. This last 1 round per light bearer level.

Weapon of Justice (Su):
With the power of the positive energy plane coursing through his body, a light bearer beginning at 4th level can infuse his chosen weapon with positive energy, trans-forming it into a magical, blessed weapon. This ability works as the greater magic weapon spell at the light- bringer’s character level. The light bearer gains a +1 enhancement bonus per three character levels to attacks and damage with the weapon. Furthermore the any weapon wielded by the light bearer acts as if enchanted by the disruption weapon enchantment. This ability is usable once per day.

Armor of Light (Su):
At 5th level the light bearer may now use his create light ability to form a gleaming suit of spectral armor that surrounds his body and deflects blows. His deflection bonus to AC, if any, increases by +2. Note that as deflection bonus, this modifier applies to the light bearer’s touch AC. This last 1 round plus 1 round per Constitution modifier.

Unquenchable Light (Su):
At 6th level, the light bearer’s connection to Mercuria and the positive energy plane increases. Whenever he uses his create light ability it counts as a light spell of his class level. Furthermore, all evil beings, all undead beings, and all beings who are sensitive or weakened by light suffer a -1 penalty to attacks, AC, and saves for 1d4 rounds after he uses his create light ability

Spear of Light (Su):
In the light bearer’s hands, the light of the planar energies within him becomes a powerful weapon he can use to destroy his enemies. The light bearer generates light and crafts it into a gleaming, silver spear that launches towards his enemies. This item counts as a +5 flaming burst ghost touch holy javelin, that automatically threatens a critical if the target is evil, undead, or sensitive to light. if The light bearer immediately makes a ranged attack using this weapon at an opponent of his choice. The light bearer uses his move action to form the spear and a standard action to throw it. The weapon disappears after the light bearer’s action. He must immediately attack with it to gain the benefits of this ability. The light bearer loses his ability to create light for 4 rounds after using this ability.

Radiant Protection (Su):
Once per day as an immediate action, the light bearer can call upon the planar energies within him to protect him in his hour of need. Tremendous gleaming light cloaks him, dazzling the eyes of all who attempt to look upon him. For 1d4 rounds, all attacks against the light bearer suffer a 25%miss chance as the shining light he radiates blinds his foes and forces them to turn away from him. Creatures that do not rely on sight to attack do not suffer this miss chance

Bane of Evil (Ex):
At 8th level, a light bearer is able to channel his positive energy, manifesting it in powerful attacks and defenses against evil beings. When battling creatures of evil alignment or the evil subtype, the light bearer receives a divine bonus on all attacks, damage, and saves equal to his Wisdom modifier.

Light of Faith (Su):
At 9th level, when using his blinding light ability, a light bearer may forgo the usual effect of the ability, instead healing himself and his allies in a 30 foot radius an amount equal to 1d8 per class level. All effected by this gain a +2 bonus to Attacks, AC, and saves for 1d6 rounds.

Wings of Light (Su):
A light bearer of 9th level gains the ability to grow beautiful white feathered wings of holy light. These wings can be summoned as a free action and dismissed at will. Their flight speed is 60 feet with good maneuverability.

Brilliant Radiance (Ex):
With his powers reaching their peak, a light bearer has learned many techniques to aid him in his unyielding quest to destroy evil. His connection to and understanding of the positive and holy energy that created and flows through him are nearly complete. The light bearer is a living weapon for justice and living terror to the forces of evil. At 10th level, the light bearer gains the celestial creature template (MM 211).

Spell List
Bless, Bless Water, Bless Weapon, Create Water, Cure Light Wounds, Detect Poison, Detect Undead, Divine Favor, Endure Elements, Faith Healing, Find Temple, Guiding Light, Light, Light of Lunia, Magic Weapon, Protection from Chaos/Evil, Read Magic, Resistance, Restoration, Lesser, Sanctuary, Second Wind, Shield of Faith, Virtue, Vision of Glory

Aid, Angelskin Aura of Glory, Close Wounds, Consecrate, Cure Moderate Wounds, Deific Vengeance, Delay Poison, Divine Protection, Helping Hand, Heroism, Light of Mercuria, Remove Paralysis, Resist Energy, Shield Other, Zone of Truth

Axiomatic/Holy Storm, Checkmate’s Light, Cure Serious Wounds, Daylight, Demon Dirge, Devil Blight, Discern Lies, Dispel Magic, Grace, Light of Venya, Magic Circle against Chaos, Magic Circle against Evil, Magic Weapon, Greater, Magic Vestment, Mantle of Good/Law, Prayer, Remove Blindness/Deafness, Remove Curse, Righteous Fury, Searing Light, Shield of Faith, Mass, Visage of the Deity, lesser.

Aid, Mass, Break Enchantment, Cure Critical Wounds, Death Ward, Dimensional Anchor, Dispel Chaos, Dispel Evil, Holy/Lawful Sword, Mark of Justice, Neutralize Poison, Restoration, Righteous Aura, Tongues, Wall of Good/Law

Atonement, Banishment, Blade Barrier, Blistering Radiance, Bolt of Glory, Hallow, Heroism, Greater, Life’s Grace, Lucent lance, Righteous Might, Righteous Wrath of the Faithful, True Seeing, Visage of the Deity

2018-12-02, 01:00 PM

Your Illumináre race is nicely done, but there are two noteworthy issues I detect:
1. Someone with enough positive affinity to have high resistance to necromancy should also have high resistance to positive-based effects.
2. This race is the obvious choice for Cleric. Also, I know such distinction is unorthodox, but with all the Illumináre’s racial advantages, as a cleric it probably merits a LA.

You didn’t specify the class’ spell list.
You didn’t specify Illumináre race as requirement. Is that intentional?
Special section of entry requirement – you have a typo.
I would add Turn Undead as a stacking class feature.
Empower Turning – Not certain how this works. You might wanna consider re-wording the description.
Light of Truth – can be easily circumvented by stalling time. 1 round / level is not a meaningful time for an informative conversation.
Weapon of Justice – you should cap it at +5.
Armor of Light – is there a daily limit to this ability?
Unquenchable Light – quite negligible as an 11th level ability.
Spear of Light – this is de-facto a full round action for a single attack. I wouldn’t apply any consequences for using it at all.

2018-12-03, 09:59 AM
Thanks for the critique. I totally did not realize I forgot to add in the spell list.