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    Dwarf in the Playground
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    Lightbulb Re: Base Class Challenge - The Light Beckons [Submission thread]

    This is my first time participating in a contest, Im still working of the abilities and switching place to help balance everything, when it will be done I will need help mostly on the grammar and syntax as english is not my main language.

    Lightbringer

    Spoiler
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    Feel the Light !

    The Lightbringer is a mortal who is infused by one of the many Good Beeings of Celestia. They defend the weak, fight the evil, help the poor, heal the wounded...

    Abilities: Charisma, Constitution and Strength are the most important stats of the Lightbringer as most of their abilities are affected by Charisma and he need Constitution to be the front line combattant of the team and also a good Strength to damage their opponents.

    Role: The Lightbringer is a melee combattant that rely on is power over Light to fight the evil. Many are good diplomat in social situation.

    Background: It is said that you need to be Chosen to become a Lightbringer, you can be born this way or you can by your action be chosen to become a Lightbringer. Lot of them take the same formation as a Paladin or Fghter discovering other powers as the training goes.

    Organization: Not many organisation of Lightbringer exist, they usally fight about everywhere in the cosmos, they may gather together to fight higher evil and then disband.

    Alignment: Lightbringer need to be good (Chaotic Good, Lawful Good and Neutral Good), the way they bring good on the world vary from Lightbringer to Lightbringer.

    Races: While in theory most race could become Lightbringer most of them are Aasimar, with some humans and Elves.

    Religion: Usally religious, most of them revered one of many gods of The Court of Stars, Talisid and the Five Companions or the Celestial Hebdomad.

    Other Classes: How does your class relate to other classes? How do they cooperate? Are there classes they just can't stand?

    Adaptation: While this class can easly work in most world it is best used in Worlds where Celestial Beeings exist. It could easly be adapted to match a different concept like Darkbringer that invoke Shadow, power coming from Undead or Devils. Just changing some name and powers could adapt it to fit a diferent flavor. In some world it could be a different approach to the Paladin class.

    [hr]
    Basics
    [hr]Starting Gold: 6d4x10 (150 gp)
    Starting Age: as Paladin

    Hit Die: d10
    Skill Points at First Level: (2 + Int modifier) 4.
    Skill Points at Each Additional Level: (2 + Int modifier).
    Class Skills: The Lightbringer's class skills (and the key ability for each skill) are: Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana), Knowledge (Nobility and Royalty), Knowledge (Planes), Knowledge (Religion), Profession, Sense Motive and Spellcraft.

    Lightbringer Progression
    {table=head]Lvl|BaB|Fort Save|Ref Save|Will Save|Special|M. Known|M. Readied|Stance|Essentia|Chakra

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    | Aura of Light, Sword of Light, Soul Warrior | 3 | 1 | - | 1 | 0
    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    | Immunity (Fear) | 3 | 2 | 1 | 1 | 0
    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    | Immunity (Disease) | 4 | 3 | 1 | 2 | 0
    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    | Glory Light 1/day | 4 | 3 | 1 | 3 | 0
    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    | Wings of the Devoted | 5 | 3 | 1 | 4 | 0
    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    | Immunity (Poison) | 5 | 4 | 2 | 4 | 0
    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    | Radiance 1/Day | 6 | 4 | 2 | 5 | 0
    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    | Glory light 2/day | 6 | 4 | 2 | 6 | 0
    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    | Chakra Bind (Crown) | 7 | 4 | 2 | 7 | 1
    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    | Shield of the Templar | 7 | 4 | 2 | 7 | 1
    11th|
    +11
    |
    +7
    |
    +3
    |
    +7
    | Chakra Bind (Feet) | 8 | 4 | 2 | 8 | 1
    12th|
    +12
    |
    +8
    |
    +4
    |
    +8
    | Glory light 3/day | 8 | 4 | 3 | 9 | 1
    13th|
    +13
    |
    +8
    |
    +4
    |
    +8
    | Chakra Bind (Hands) | 9 | 5 | 3 | 10 | 1
    14th|
    +14
    |
    +9
    |
    +4
    |
    +9
    | Radiance 2/Day | 9 | 5 | 3 | 10 | 1
    15th|
    +15
    |
    +9
    |
    +5
    |
    +9
    | Armor of the Faithful | 10 | 4 | 3 | 11 | 1
    16th|
    +16
    |
    +10
    |
    +5
    |
    +10
    | Glory light 4/day | 10 | 5 | 3 | 12 | 1
    17th|
    +17
    |
    +10
    |
    +5
    |
    +10
    | Chakra Binds (Arms) | 11 | 5 | 3 | 13 | 1
    18th|
    +18
    |
    +11
    |
    +6
    |
    +11
    | Chakra Binds (Brow) | 11 | 5 | 3 | 13 | 2
    19th|
    +19
    |
    +11
    |
    +6
    |
    +11
    | Chakra Bind (Shoulder) | 12 | 6 | 3 | 14 | 2
    20th|
    +20
    |
    +12
    |
    +6
    |
    +12
    | Avatar of Light, Glory light 5/day | 12 | 6 | 4 | 15 | 2 [/table]

    Class Feature

    [hr]Weapon and Armor Proficiencies
    [hr]Lightbringer's are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with all shields (except tower shields and exotics shields).

    [hr]Iterative Attacks
    [hr]The Light Bringer gain iterative attack as normal, this was remove on the table jsut to save some space.

    [hr]Aura of Light (Su)
    [hr]As a Free action you can activate a Aura of Light arround you. This act as a True Dayligh in a 10ft radius (improved by some of your Lightbringer soulmeld, see below), and as dim light for an additional 10 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of your aura. This is considered a Light spell of a level equal to 3 + 1/3 of your Lightbringer level for what type of Darkness it can counter. Your Sword of Light, Wings of the Devoted, Shield of the Templar, Armor of the Faithful and Avatar of Light souldmeld can't be used if your Aura of Light is not active.

    [hr]Soul Magic
    [hr]The Light Bringer have Essentia and the possibility to bind Chakra, however the only Soulmeld he have access are those gain from leveling in this class.

    [hr]Martial Prowess
    [hr]The Light Bringer have access to the Light Bringer Discipline as well as to the Warrior Soul

    [hr]Soul Warrior (Ex)
    [hr]Your knowledge of martial prowess and soul magic is so entwined that if any class would advance one it also advances the other as if you gained a level of this class.

    [hr]Sword of Light (Su)
    [hr]You gain a unique soulmeld that lets you imbue your weapon with the power of Light. The statistic for this soulmeld are as follows;

    Sword of Light
    Descriptors: Light, Good and [Chaotic or Lawful]
    Classes: Light Bringer
    Chakra: Hands, Arms
    Saving Throw: None

    A aura of light shapes itself arround your weapon, made of pure Light from the Mount of Celestia. When it finishes shaping, your weapon glow like a candle.

    This soulmeld makes the weapon Good-aligned and either Chaotic or Lawful-aligned and thus bypasses the corresponding damage reduction. Your aura of light radius is also improved by 10ft.
    Essentia: For every points of essentia invested into this soulmeld, your weapon have is Enhancement bonus (if any) increase by +1 and your light radius by +10ft.

    Chakra Bind (Hands) : Your weapon gain the The weapon does a extra +2d6 Holy damage with each attacks.

    Chakra Bind (Arms) : Each strike from the weapon try to dispel the highest Spell level affecting the target with a Dispel Check of 1d20+Lightbringer level. This cannot remove harmful effect affecting the target.

    [hr]Glory Light (Su)
    [hr]As a move action you channel celestial energy in your Aura of Light, for your bonus of Charisma rounds, the diameter of the aura double and you also grant a +1 Morale Bonus per Essentia invested in all your Lightbringer soulmelds to all dice rolls made by you or your allies agaisnt Evil or Undead creatures.

    [hr]Wings of the Devoted (Su)
    [hr]You gain a unique soulmeld that lets you Growth a pari of Wings. The statistic for this soulmeld are as follows;

    Wings of the Devoted
    Descriptors: Light
    Classes: Light Bringer
    Chakra: Crown, Shoulders
    Saving Throw: None

    A pair of feathered wings begin to shape in your back. It seem to form on top of your clothing.

    This soulmeld give the Light Bringer the ability to Fly at a speed of 30ft with Good maneuvrability. Your aura of light radius is also improved by 10ft.
    Essentia: For every points of essentia invested into this soulmeld, your Fly speed is increase by 30ft and your light radius by +10ft.

    Chakra Bind (Crown) : You gain a constant Tongues effect on yourself with a caster level equal to your Lightbrigner level.

    Chakra Bind (Shoulders) : Your Aura of Light now force any Evil creature that attack you in melee they received 2d6 Holy damage and must do a Fortitude Save or be Blinded as the Blindness spell.

    [hr]Radiance (Su)
    [hr]As a Free action you can radiate so much Light that your Aura of Light radius is tenfold, you lose your capacity to allocate your essentia but all your Lightbringer soulmeld act as if you had invested the maximum essentia allowed in each of them for 1 round per Charisma bonus.

    [hr]Shield of the Templar (Su)
    [hr]You gain a unique soulmeld that lets you Growth a pari of Wings. The statistic for this soulmeld are as follows;

    Shield of the Templar
    Descriptors: Light
    Classes: Light Bringer
    Chakra: Feets, Arms

    A aura of light shapes itself arround your shield, made of pure Light from the Mount of Celestia. When it finishes shaping, your shield glow like a candle.

    This soulmeld increase the Shield Bonus by +1. Your aura of light radius is also improved by 10ft.
    Essentia: For every points of essentia invested into this soulmeld, your Shield have is Enhancement bonus (if any) increase by +1 and your light radius by +10ft.

    Chakra Bind (Feets) : You can throw your shield as a move action or in addition to a full attack. The Shield gain the returning property and have a range of 30ft.

    Chakra Bind (Arms) : Every time someone attack you with a melee weapon they suffer 2d6 Holy damage from your shield light.


    [hr]Armor of the Faithful (Su)
    [hr]You gain a unique soulmeld that lets you Growth a pari of Wings. The statistic for this soulmeld are as follows;

    Armor of the Faithful
    Descriptors: Light
    Classes: Light Bringer
    Chakra: Crown, Shoulders

    A aura of light shapes itself arround your armor, made of pure Light from the Mount of Celestia. When it finishes shaping, your armor glow like a candle.

    This soulmeld give the armor a lighter feel that let you ignore any penalty to skill, speed, maximum dexterity bonus or spell failure chance from your armor. Your aura of light radius is also improved by 10ft.
    Essentia: For every points of essentia invested into this soulmeld, your Armor have is Enhancement bonus (if any) increase by +1 and your light radius by +10ft.

    Chakra Bind (Crown) : Your armor provide a protection from critical hits as the Fortification property (20% + 20% per essentia already invested in this souldmeld, maximum 100%)

    Chakra Bind (Shoulders) : You gain a ressitance to the 4 element (Acid, Cold, Electricity and Fire) equal to 5 + 4 per essentia already invested in this souldmeld.


    [hr]Avatar of Light (Su)
    [hr]You gain a unique soulmeld that lets you Growth a pari of Wings. The statistic for this soulmeld are as follows;

    Avatar of Light
    Descriptors: Light
    Classes: Light Bringer
    Chakra: Feets, Brow

    You are surround by Light in all time and you look king of Angelic.

    This soulmeld change your type to Outsider (Native) and give you a Spell Resistance of 11 vs Evil or spells cast by Undeads. Your aura of light radius is also improved by 10ft.
    Essentia: For every points of essentia invested into this soulmeld, your Spell Resistance is increase by 5 and your light radius by +10ft.

    Chakra Bind (Feets) : You gain +10ft to you land speed and you are always surround by a Magic Circle vs Evil.

    Chakra Bind (Brow) : You gain the Gaze attack of a Ghaele. A creature can't be the target of this Gaze attack more than once per 24 hours.



    [hr]
    Lightbringer Discipline
    [hr]Key Skill: Concentration
    Associated Weapons: Longsword, Heavy Mace, Spiked Shield, Bastard Sword and Warhammer.
    Saves for the Lightbringer discipline are based on Charisma.

    Holy Damage : Holy damage bypass any resistance, give no saving throw but is affected by spell resistance as normal. It dosen't affect Good creature, Deal Half damage to Neutral Creature and Full Damage on Evil Creature. Lawful of Chaotic have no effect agaisnt Holy damage. Undead and Evil Outsider received double damage (triple on a critical)

    Emanation: Whenever you a stance or maneuver have a emanation (usally 60ft) if you have the Aura of Light special power (see Lightbringer) it affect a range equal to the Light radius instead.

    Saves: All the Lghtbringer discipline Saves are equal to 10 + 1/2 Initiator level + Charisma

    [hr]1st level Maneuvers[hr]
    - Minor Turn Evil [Strike]
    - Concentration Aura [Stance]
    - Elemental Resistance Aura [Stance]

    Spoiler
    Show
    - Minor Turn Evil [Strike] : You channel a 20ft burst of Holy Light at a Undead within Close Range (25ft + 5ft/2 Initiator level). Every undead in the burst received 2d6 Holy damage, you can also Turn up to (Initiator level) HD worth of undead of Maximum (Initiator level) HD. For every pts of Essentia you invest while using this maneuver you augment the burst by +10ft, the amount of HD affected by +4, the maximum HD affected by +1 and the Holy damage by +1d6

    - Concentration Aura [Stance] : 60ft emanation, You and all allies gain a +4 morale bonus on all your concentration check and you all act as if casting on the defensive. For each points of essentia invested in this stance you increase the bonus by +2.

    - Elemental Resistance Aura [Stance] : 60ft emanation, You and all allies gain a resistance of 5 vs one of these 4 elements : Acid, Cold, Fire and Electricity. You must choose the element while gaining the stance. For every pts of essentia you invest in this stance you increase the Resistance by +5.


    [hr]2nd level Maneuvers[hr]
    - Minor Holy Strike : [Strike]
    - Minor Consecration : [Boost]

    Spoiler
    Show
    - Minor Holy Strike : [Strike] Deal +2d6 Holy Damage on Next Melee attack you make (Reflex Save for Half). For every points of essentia invest at the time you use this strike you increase the damage by +2.

    - Minor Consecration [Boost] : You channel Celestial Energy around you in a Burst of 15ft that cause Holy damage equal to (Initiator level) for a number of rounds equal to your Charisma (minimum 1). You cannot have more than 1 consecration effect active at a time. For every points of essentia you invest while using this boost you increase the damage by +1.


    [hr]3rd level Maneuvers[hr]
    - Lesser Turn Evil [Strike]

    Spoiler
    Show
    - Lesser Turn Evil [Strike] : You channel a 20ft burst of Holy Light at a Undead within Close Range (25ft + 5ft/2 Initiator level). Every undead in the burst received 4d6 Holy damage, you can also Turn up to (2 x Initiator level) HD worth of undead of Maximum (Initiator level) HD. For every pts of Essentia you invest while using this maneuver you augment the burst by +10ft, the amount of HD affected by +2, the maximum HD affected by +1 and the Holy damage by +1d6


    [hr]4th level Maneuvers[hr]
    - Lesser Holy Strike : [Strike]
    - Retribution Aura [Stance]
    - Devotion Aura [Stance]
    - Lesser Consecration : [Boost]

    Spoiler
    Show
    - Lesser Holy Strike : [Strike] Deal +5d6 Holy Damage on Next Melee attack you make (Reflex Save for Half). For every points of essentia invest at the time you use this strike you increase the damage by +5.

    - Retribution Aura [Stance] : 60ft Emanation, Each person who attack you or a allies in Melee received 2 Holy Damage per attack. For every point of essentia you invest in this stance you increase the damage by +1.

    - Devotion Aura [Stance] : 60ft emanation, While in this stance the lightbringer and all allies gain a bonus of +2 to their Armor Class. For each points of essentia you invest in this stance you increase the armor bonus by +1.

    - Lesser Consecration [Boost] : You channel Celestial Energy around you in a Burst of 15ft that cause Holy damage equal to (Initiator level) for a number of rounds equal to your Charisma (minimum 1). You cannot have more than 1 consecration effect active at a time. For every points of essentia you invest while using this boost you increase the damage by +2.


    [hr]5th level Maneuvers[hr]
    - Improved Turn Evil [Strike]

    Spoiler
    Show
    - Improved Turn Evil [Strike] : You channel a 20ft burst of Holy Light at a Undead within Close Range (25ft + 5ft/2 Initiator level). Every undead in the burst received 6d6 Holy damage, you can also Turn up to (3 x Initiator level) HD worth of undead of Maximum (Initiator level) HD. For every pts of Essentia you invest while using this maneuver you augment the burst by +10ft, the amount of HD affected by +3, the maximum HD affected by +1 and the Holy damage by +1d6


    [hr]6th level Maneuvers[hr]
    - Improved Holy Strike : [Strike]
    - Improved Consecration : [Boost]

    Spoiler
    Show
    - Improved Holy Strike : [Strike] Deal +10d6 Holy Damage on Next Melee attack you make (Reflex Save for Half). For every points of essentia invest at the time you use this strike you increase the damage by +10.

    - Improved Consecration [Boost] : You channel Celestial Energy around you in a Burst of 15ft that cause Holy damage equal to (Initiator level) for a number of rounds equal to your Charisma (minimum 1). You cannot have more than 1 consecration effect active at a time. For every points of essentia you invest while using this boost you increase the damage by +3.


    [hr]7th level Maneuvers[hr]
    - Greater Turn Evil [Strike]
    - Crusader Aura [Stance]

    Spoiler
    Show
    - Greater Turn Evil [Strike] : You channel a 20ft burst of Holy Light at a Undead within Close Range (25ft + 5ft/2 Initiator level). Every undead in the burst received 8d6 Holy damage, you can also Turn up to (4 x Initiator level) HD worth of undead of Maximum (Initiator level) HD. For every pts of Essentia you invest while using this maneuver you augment the burst by +10ft, the amount of HD affected by +4, the maximum HD affected by +1 and the Holy damage by +1d6
    - Crusader Aura [Stance] : 60ft emanation, You and all allies gain a +10 Enhancement bonus on your base land speed. For each Essentia invested in this Stance you increase the movement speed by +5ft.


    [hr]8th level Maneuvers[hr]
    - Greater Holy Strike : [Strike]
    - Greater Consecration : [Boost]

    Spoiler
    Show
    - Greater Holy Strike : [Strike] Deal +15d6 Holy Damage on Next Melee attack you make (Reflex Save for Half). For every points of essentia invest at the time you use this strike you increase the damage by +15.

    - Greater Consecration [Boost] : You channel Celestial Energy around you in a Burst of 15ft that cause Holy damage equal to (Initiator level) for a number of rounds equal to your Charisma (minimum 1). You cannot have more than 1 consecration effect active at a time. For every points of essentia you invest while using this boost you increase the damage by +4.


    [hr]9th level Maneuvers[hr]
    - True Turn Evil [Strike]

    Spoiler
    Show
    - True Turn Evil [Strike] : You channel a 20ft burst of Holy Light at a Undead within Close Range (25ft + 5ft/2 Initiator level). Every undead in the burst received 10d6 Holy damage, you can also Turn up to (5 x Initiator level) HD worth of undead of Maximum (Initiator level) HD. For every pts of Essentia you invest while using this maneuver you augment the burst by +10ft, the amount of HD affected by +5, the maximum HD affected by +1 and the Holy damage by +1d6.
    Last edited by Xzoltar; 2012-06-27 at 08:13 PM.