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    Troll in the Playground

    Join Date
    Apr 2007

    Default Re: Descent of Shadows: Project Shadow Returns

    Disciple of Dawn

    Every night, the sun must set and the shadows must rise. There are those who would use these shadows to rise up and claim power. There are even those who would place shadows where none once were just to claim this power. Then again, there are those who fight for the light. These individuals dispel the shadows and keep a dedicated vigil throughout the night and into the dawn. These individuals, dedicated to the eradication of evil and those who would fight in it, are the Disciple of Dawn, and their vigil is eternal.

    Adventures: Evil can sprout forth anywhere at any time. Although many Disciples of Dawn dedicate themselves to the protection of a single sight, others follow the philosophy that the only way to protect against the dark is to go out into the world and fight it. Others believe that setting a good example for others will prevent them from turning to the shadows for power.

    Characteristics: As a disciple of dawn, you have the ability to peer through deceptions and attack those who would hide in the dark. By the end, you can become a globe of pure light, perfect for fighting creatures of darkness.

    Alignment: Disciples of Dawn exclusively come from members of paladin orders. The same strict tenants regarding behavior and attitude still apply, restricting this path to lawful good characters.

    Religion: In many ways, Disciples of Dawn are more connected to their precepts than to their deity, something that deities of good and law allow. The exception to this rule, however, is Pelor, who many disciples of dawn worship as the paragon of what they hope to become.

    Background: All disciples of dawn start as members of paladin orders. Eventually, one is approached by a disciple of dawn and is asked if they are willing to serve their church in a new way. They are free to deny this offer without stigma but those who accept find a whole new world ahead of them.

    Races: As much as orders of paladins claim this is not so, race is a major factor in deciding who is invited. Generally, humans, half-elves, elves, and dwarves have no problem. The reputation of gnomes as fickle, halflings as theirves, and half-orcs as brutes unfortunately carries over, restricting those of these races to only the most devout.

    Other Classes: So long as others are willing to help you banish darkness, you have no problem with their presence. You dislike rogues more than the regular Paladin and may refuse to lend them aid on that ground alone, unless they’ve proved themselves worthy of salvation. You hate and cannot abide by knowingly working with a shadow magic user.

    Role: You are in many ways a great scout and mediator, able to see things that others can not and punish those who hide in the darkness. More than anything else, however, you are a frontline combatant, a fact that should not be forgotten.

    Game Rule Information:
    Disciples of Dawn have the following game stats.
    Abilities: More than anything else, your charisma is of prime importance to you, powering your ability to fight creatures of darkness. Wisdom, however, aids your perceptions. As a frontline fighter, strength and constitution are also of great importance.
    Alignment: Always Lawful Good
    Hit Die: d10

    To qualify to become a Disciple of Dawn, a character must fulfill all the following criteria:
    Base Attack Bonus: +4
    Skills: Knowledge (religion) 7 ranks
    Feats: Nimbus of Light
    Special: Smite Evil Class Feature
    Special: Must be invited by another Disciple of Dawn

    Class skills
    The Disciple of Dawn’s class skills (and the key ability modifier for each skill) are:
    Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis)
    Skill Points at Each Level: 2 + Int modifier.

    Disciple of Dawn
    Level	BAB	Fort	Ref	Will	Special              
    1	+1	+2	+0	+0	Shadows against Darkness, Smite Evil
    2	+2	+3	+0	+0	Light’s Grace, Detect Mysteries
    3	+3	+3	+1	+1	Excise Darkness
    4	+4	+4	+1	+1	Pierce the Falsehoods
    5	+5	+4	+1	+1	Dazzling Beacon
    6	+6	+5	+2	+2	Pierce the Shroud
    7	+7	+5	+2	+2	Fiery Beacon
    8	+8	+6	+2	+2	Pierce the Unreal
    9	+9	+6	+3	+3	Timeless Body
    10	+10	+7	+3	+3	Beacon of True Light
    Class features
    All of the following are class features of the Disciple of Dawn prestige class.

    Weapon and Armor Proficiency: A disciple of dawn gains no new proficiencies with weapons or armor.
    Smite Evil (Su): Paladin levels and disciple of dawn levels stack for determining the strength and uses per day of your smite evil ability
    Detect Mysteries (Sp): Starting at 1st level, You may use Detect Mysteries at will as a spell-like ability, wit a caster level equal to your class level.
    Shadows against Darkness (Ex): Starting at 2nd level, a disciple of dawn learns how to see the forces of evil, even against a cover of darkness. Concealment is no longer sufficient to hide from a disciple of dawn (although total concealment is). Furthermore, the disciple of dawn no longer loses their dexterity bonus to their AC when caught flat-footed.
    Light’s Grace (Su): Starting at 2nd level, you exert energy in a similar manner to a light spell. Whenever you enter the area of a spell with the darkness descriptor whose spell level is less than your disciple of dawn level, that effect is dispelled.
    Whenever you enter the area of a spell with the darkness descriptor whose spell level is greater than your disciple of dawn level, you take a –2 penalty on all attack rolls, saving throws, and skill checks for as long as you remain.
    Whenever you enter the area of a spell with the darkness descriptor whose spell level is equal to your disciple of dawn level, that effect is suppressed for as long as you remain but you take a –2 penalty on all attack rolls, saving throws, and skill checks for as long as you remain.
    Excise Darkness (Su): Starting at 3rd level, whenever you make a smite evil attempt against an undead or a creature capable of using shadow magic and hit, that smite evil attempt becomes an excision of darkness, adding your charisma bonus to your damage roll (minimum +1) in addition to the normal effects of a smite evil attempt.
    Pierce the Falsehoods (Ex): Starting at 4th level, you recognize falsehood whenever it appears. You automatically succeed on spot checks made to see through disguises, forgery checks made to see through forgeries, and sense motive checks made to see through bluffs.
    Dazzling Beacon (Su): Starting at 5th level, whenever you use your excise darkness ability, your target must make a Fortitude save (DC 10 + class level + charisma modifier) or become blinded for 1d4 rounds. Undead are not immune to this ability.
    Pierce the Shroud (Su): Starting at 6th level, you can see through the most subtle of disguises. You can see invisible and ethereal creatures just as easily as you can see material creatures.
    Fiery Beacon (Su): Starting at 7th level, whenever you use your excise darkness ability, you deal your target 1d4/class level fire damage, or half of that if they succeed on a reflex save (DC 10 + class level + charisma modifier)
    Pierce the Unreal (Su): Starting at 8th level, you can see through illusions. You may ignore the effects of all figments. In addition, you add your charisma modifier as a bonus to will saves against all other illusions (this stacks with divine grace)
    Timeless Body (Su): Starting at 9th level, you no longer takes penalties to your ability scores for aging and cannot be magically aged. Any such penalties that you have already taken, however ,remain in place. Bonuses still accrue, and you still die of old age when your time is up.
    Beacon of True Light (Su): Starting at 10th level, you can become a beacon of light in even the deepest darkness. This ability can be used once per day and must be activated in either darkness or shadowy illumination. For a number of rounds equal to your charisma modifier + 3 (minimum 1 round), you become an incorporeal orb of light that sheds bright illumination out to 30 feet and shadowy illumination out to 60 feet. While in this state, you gain a fly speed of 150 feet with perfect maneuverability and gain two light ray attacks, each of which require a ranged touch attack to hit and deal 2d12 damage. You may not use your spells (if any) while in this form but you may apply the effects of smite evil and Excise Darkness to your light rays.

    Note to self: format properly in the future.
    Last edited by Realms of Chaos; 2009-04-26 at 09:32 AM.