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    Default Re: Base Class Challenge - The Light Beckons [Submission thread]

    Edgewalker

    Balance in all things

    There is, amongst the many and varied planes in the cosmos, a palace of reflections. An endless corridor of mirrors, ever-changing light and shadow. The realm of mirrors is, at first glance, a place of constant change and chaos shown in the light. Yet each light, in the end, casts an equal shadow, though few notice this equilibrium. This plane is, despite its lack of visitors, quite easily entered. Every large reflective surface in each material plane – a mirror or lake would suffice, for example, while a puddle would not – becomes, at a time depending on the individual mirror, a gate. Any who pass through its surface will emerge in the plane of mirrors. This, of course, means that quite a large number of unsuspecting creatures find their way into the plane.

    Unfortunately, the plane of mirrors is a rather confusing location, especially with the plane's habit of mirroring oneself or, on occasion, one's thoughts. This is further complicated by two matters. The first is the issue of exiting – once on the plane, every mirror (though in this case, it is limited to vertical mirrors, which are still plentiful) acts as a constant gateway to varying locations on other planes. Unlike entrances, this is not restricted to material planes, and can lead almost anywhere. Native creatures aside, only one type of being can reliably guess a given mirror's destination.

    And that leads to the second issue. To distill it into one word: Faeries. Fey of all kinds frequent the plane of mirrors, often to hunt the strange creatures that dwell in it, to use it as a convenient path of travel, or to search in it for lost mortals. This is the reason for the existence of a large number of edgewalkers.

    An edgewalker is one with power over light, shadow and reflection. Not one or two over the others, but each in balance. This power, whether they are aware of it or not, stems from being touched by the mirror plane. This can happen in a variety of different ways: Quite literally being touched by one of the reflection-beasts of the plane may be enough, or even living near a large quantity of mirrors for years on end. A “blessing” or an abduction by one of the fae courts will have a similar effect, doubly so as these individuals are often raised in the mirror plane. Staying in the plane for too long similarly has such an effect: In any case, this “touch” is often an invisible effect at first. As the edgewalker practices their art, its hold on them grows stronger, until they appear entirely different from what they once were. Whether one views this as a blessing or a taint is largely a matter of opinion.

    Abilities: This is, to an extent, a matter of the Edgewalker's style. Constitution is always useful for survival, as is charisma for their various class features. Whether strength or dexterity is a higher priority largely depends on how they fight.

    Role: Edgewalkers serve a supplemental combat role of sorts. While not the best fighters, they make up for this with a large repertoire of abilities to strengthen themselves and allies, blast and weaken opponents, as well as a few miscellaneous abilities. Together, this compensates for whatever they lack in brute strength. In the end, their role is an odd mix of melee, blasting and support. Outside of combat, an Edgewalker's skills, charisma and minor illusion skills give them some power as the party face.

    Background: As stated above, the capability to become an Edgewalker is imparted often, but not always, for reasons beyond the Edgewalker's control. This often comes hand in hand with a compulsion to follow this particular path, whatever one may actually think of doing such a thing. Edgewalkers often gain their capabilities either from birth, or in the course of some accident during their lives. Either way, the compulsion associated with their potential abilities means that, to put it simply, most become Edgewalkers because the option is there. A few, on the other hand, willingly seek out the plane of mirrors for this power, but they are rare.

    Organization: While Edgewalkers within an organization not necessarily exclusive to them may band together, they by themselves have no formal groups, though in general, an Edgewalker can recognize another of their kind with even more ease than the average person. While they do generally feel a common bond of sorts, they will not hesitate to harm each other should it prove necessary (or useful).

    Alignment: Edgewalkers have no particular requirements in terms of alignment. However, the nature of their craft means that almost all fall into some shade of neutrality. Those raised by faeries, unsurprisingly, lean towards chaotic alignments.

    Races: The potential to manipulate light and shadow is a gift that does not discriminate. Unfortunately, not all who gain this gift are capable of harnessing it to its full potential. Still, with some adjustment in style, almost any race is capable of taking up the mantle. An orc Edgewalker, for instance, may focus more on martial prowess than any of the more supernatural abilities they possess.

    Religion: Edgewalkers in general do not tend towards any god in particular. They do, however, avoid gods of light or shadow, such as Pelor, almost without exception. This, as they frequently explain to many a confused layman, is because the source of their power lies not in one or the other, but in balance – a balance which they respect, even if it were not the source of their magic. To favour one over the other would tip the scales too far.

    Other Classes: Edgewalkers are, in general, indifferent to those of other professions, with a few exceptions. They recognize and appreciate the respect for balance that druids possess, even if it is pointed in an entirely different direction. Likewise, sorcerers and martial classes (with the exception, possibly, of barbarians) are often well-received. The same is not true for clerics, paladins and the like – their fanatical devotion to the dominance of one ideal over the other, as well as the tendency of the latter to assume that any practitioner of shadow magic is inherently evil, does not put them in a good light.

    Adaptation: Light, shadow and reflection are common enough themes to be easily adapted into any setting. A similar point-based systems, albeit with new abilities, could be adapted to a different set of opposing pairs, like heat and cold. Finally, if the DM or player prefers to omit the plane of mirrors, that can easily be accomplished – an Edgewalker could, for example, just be a martial sorcerer with a focus on some types of magic above others.

    Hit Die: d8

    Starting Gold: As sorcerers

    Class Features

    Class Skills: The Edgewalker's class skills (and the key ability for each skill) are: Balance (Dex), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (The Planes) (Int), Move Silently (Dex), Profession (Wis), Spot (Wis), Tumble (Dex)

    Skill Points at First Level: (4+int modifier)x4
    Skill Points at Each Additional Level: 4+int modifier

    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Pool, Scalding Beam, Shadow the Mind

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Mirror Bastion, Darkvision

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Blinding Beam

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Umbrasynthesis

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Reflective Shield

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Master of Day and Night, Piercing Eyes

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Soothing Reflection

    8th|
    +6/+1
    |
    +2
    |
    +2
    |
    +6
    |Unrelenting Sun

    9th|
    +6/+1
    |
    +3
    |
    +3
    |
    +6
    |Servant of the Night

    10th|
    +7/+2
    |
    +3
    |
    +3
    |
    +7
    |Aura of Twilight

    11th|
    +8/+3
    |
    +3
    |
    +3
    |
    +7
    |Obscure The Mind

    12th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |Abjuring Light

    13th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |A Better Truth

    14th|
    +10/+5
    |
    +4
    |
    +4
    |
    +9
    |Immaculate Reflection

    15th|
    +11/+6/+1
    |
    +5
    |
    +5
    |
    +9
    |Eclipse Shroud

    16th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |Maddening Truth

    17th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |Hungering Night

    18th|
    +13/+8/+3
    |
    +6
    |
    +6
    |
    +11
    | All-seeing Eyes, Fade from Reality

    19th|
    +14/+9/+4
    |
    +6
    |
    +6
    |
    +11
    |Unfettered Sun

    20th|
    +15/+10/+5
    |
    +6
    |
    +6
    |
    +12
    |Balance in All Things[/table]

    Weapon and Armor Proficiencies: Edgewalkers are proficient with simple and martial weapons, light and medium armour, and shields. While heavy armour does not impede their abilities in any way, they are not proficient in it to begin with.

    Pool (Ex): An Edgewalker's power is drawn from balance. Every Edgewalker has two pools of points: one of shadow, one of light. While their initial abilities add to one or the other at no cost, most of the more powerful weapons in their arsenal will use one pool, and grant a smaller amount of points to another – balance is maintained, but the transition is not perfect, and so some amount of power is lost in the process.

    The maximum amount of points each of an Edgewalker's pools can hold is equal to their level+2+charisma modifier. Additionally, while abilities can be used and will subtract from pools outside of combat, they will not add to it. The emotional power derived from the Edgewalker's life being genuinely at immediate risk is required for their power to grow.

    Scalding Light (Su): A mainstay of Edgewalkers either running low on power, or simply lacking more powerful weapons, Scalding Light sends out a beam of light that strikes any target within 30 feet as a ranged touch attack, dealing 1d8 damage per two class levels (minimum 1d8). Against light-sensitive creatures, this grows to 2d6 damage. Scalding Light adds one shadow point per four class levels (minimum 1).

    Shadow the Mind (Su): A favourite of slightly more subtle Edgewalkers, this minor piece of shadow magic clouds the opponent's mind, attacking their nerves. This has the effect of either immobilizing them for one round, or rendering them shaken for two rounds. Applying the second effect to an already shaken creature will render them frightened. Either way, a will save (DC 10+1/2 class level+cha modifier) will negate the effect. Shadow the Mind adds one light point per four class levels (minimum 1). Should the Edgewalker elect to immobilize the target, the save DC is reduced by 3.

    Mirror Bastion (Su): While mirrors can reflect the likeness of almost anything in the world, it is a far easier task for the enterprising Edgewalker to simply twist, warp and deflect a thing until it has lost all meaning. Mirror Bastion adds an Edgewalker's charisma modifier to their AC, up to a maximum of their class level. The benefit is halved if the Edgewalker wears heavy armour.

    Darkvision (Ex): For one with the Edgewalker's powers, ordinary darkness seldom poses any problem at all. From second level and on, the Edgewalker has darkvision out to 60 feet.

    Blinding Beam (Su): Many are convinced that light is a guiding, revealing force in the world, almost synonymous with truth itself. Anyone who genuinely believes this has clearly never looked into the sun. Blinding Beam deals 1d6 damage per class level, to a maximum of 10d6, as a ranged touch attack with a range of 30 feet. If the victim fails a reflex save (DC 10+1/2 class level+cha modifier), they are blinded for a number of rounds equal to the Edgewalker's charisma modifier. Blinding Beam uses three light points, and returns one shadow point.

    Umbrasynthesis (Su): Shadows can, in the hands of a skilled practitioner, be molded into whatever shape is required of them, shifting to fill gaps and dress wounds. Whenever an Edgewalker of 4th level or higher is in a shadow, they may, as a move action, spend as many shadow points as they wish to heal themselves: This heals four hit points per shadow point. They gain an amount of light points equal to the shadow points spent-2. Additionally, an Edgewalker with this ability need not eat or drink.

    Reflective Shield (Su): The Edgewalker's expertise does not extend merely to dispensing pain – in time, they gain the ability to shield themselves from it as well. Once per encounter, an Edgewalker of 5th level or higher may, as an immediate action, conjure a shield of shimmering reflective plates out of thin air to reflect a single attack back at its attacker. This reduces the damage by half and, if the attacker fails a reflex save (DC 10+1/2 class level+cha modifier), deals damage equal to the amount prevented to them.

    Master of Day and Night (Su): As their power increases, making use of some of the simpler powers over light and shadow becomes almost second nature to the Edgewalker. Starting at 6th level, they may use Darkness and Daylight as spell-like abilities a number of times equal to their charisma modifier per day, with a caster level equal to their class level. Upon gaining this ability, the air around the Edgewalker constantly flickers, shifting between light and dark, though never for more than a fraction of a second.

    Piercing Eyes (Ex): As time passes, no darkness, either before or within the Edgewalker's eyes, pose any obstacle to their sight. An Edgewalker of 6th level or higher can ignore magical darkness, and gains immunity to blindness.

    Soothing Reflection (Ex): The reflective shield, with practice, may be used to turn away healing as much as harm. From 7th level on, an Edgewalker may reflect healing directed at them to any other target within 60 feet instead, on a 2-for-3 basis if the healing comes from themselves, or a 1-for-1 basis if the healing is from an external source (potions, for instance, are external, while Umbrasynthesis is not).

    Unrelenting Sun (Su): The sun is often a gentle, life-giving force. Many forget that at times, it can also be utterly merciless. With nothing more than a command, an Edgewalker of 8th level or higher can call a blast of scorching, blinding sunlight into existence, dealing 1d6/class level damage to all within 30 feet of them (max 15d6), excluding themselves and up to two other targets. Victims are entitled to a reflex save for half damage. Those who fail their save are also dazzled for five rounds. Unrelenting Sun consumes six light points and returns five shadow points.

    Servant of the Night (Su): Darkness, more than light, lends itself to shaping and animation. There comes a point where the skilled Edgewalker may twist a shadow into a semblance of temporary life. From 9th level on, an Edgewalker may expend a number of shadow points up to their class level, creating a shadow with a number of HD equal to the amount of points expended -2, and gaining a number of light points equal to its HD. The shadow is utterly loyal and persists for a number of rounds equal to twice the Edgewalker's class level. The Edgewalker may create more than one shadow at a time, but all except the one with the least HD will break free of their control.

    Aura of Twilight (Su): Not all powers over light and darkness are destructive, of course. A good few, such as this, are helpful, if selectively so. Whenever this aura is active – it may be activated as a swift action and deactivated as a free action – the Edgewalker may choose either a light or shadow effect. Switching from one to another is, again, a swift action. A shadow aura surrounds the Edgewalker and their allies in shadowy plates of armour that do not impede their movement, giving them an armour bonus that stacks with any actual armour. A light aura instead highlights the weak spots of their enemies, granting an insight bonus to attack and damage rolls. Either affects the Edgewalker and all allies within 60 feet, with a bonus equal to their class level divided by 4.

    Upon gaining this ability, most Edgewalkers gain golden eyes and translucent black hair.

    Obscure the Mind (Su): Building on one of their elementary powers, an Edgewalker of 11th level or higher may swathe an area in a mental fog of sorts, clouding the minds of all within 90 feet of themselves, as if affecting them with a confusion spell (DC 10+1/2 class level+cha modifier). This lasts for 8 rounds, consumes six shadow points and returns four light points.

    Abjuring Light (Su): Light often symbolizes purification. Whether this is true or not remains to be seen, but it can be used quite effectively to purge an area of magic, regardless of its actual “purity”. An Edgewalker of 12th level or higher can bathe an area in silvery light, mimicking a dispel magic effect within a 30 foot area (60 foot range). Additionally, any who fail a fortitude save (DC 10+1/2 class level+cha modifier) are stunned for two rounds and blinded for a further five rounds. Finally, any who are caught in the area cannot turn invisible or hide for the next 20 rounds. Abjuring Light costs seven light points and grants five shadow points.

    A Better Truth (Su): Shadows conceal, obscure and warp the truth, but this can be a pleasant deception at times. From 13th level and on, an Edgewalker may use this ability to craft a Veil-like effect, with one major difference. While the Edgewalker may control the general gist of what the victims see, for the most part, the target sees precisely what it wishes to see. A more pleasant version, typically speaking, of what is actually occurring, though always related. Because the victims will often want to believe what they see, they save at a -2 penalty. The illusion lasts for two minutes/class level, costs 10 shadow points and grants 8 light points.

    Immaculate Reflection (Su): Mirrors imitate life – they reflect what is shown to them. In effect, what one sees in a mirror is similar to the original, yet at once a complete opposite. A skilled Edgewalker may, as the pinnacle of their mirror-magic, take this principle to its logical conclusion. Once per day, the Edgewalker may create a creature that is a complete replica of any single creature. This requires that they make a touch attack against it, followed by the target failing a will save (15+1/2 class level+cha modifier). The resulting creature is not under the Edgewalker's command as such, though it may take some suggestions given to it. Its actions are instead driven simply by hatred for the creature it was created from, which it believes to be an impostor.

    The reflection cannot be made to cease its attack upon its nemesis and their companions (if any) by any means short of divine intervention, and shatters into a thousand pieces of glass after a number of rounds equal to the Edgewalker's class level. While an ally may be reflected in such a manner, given that they would then be attacked mercilessly, this is an unwise course of action at best.

    Upon gaining this ability, the Edgewalker's skin takes on a reflective, glassy quality in appearance, growing rather cold.

    Eclipse Shroud (Su): At 15th level, the Edgewalker achieves a curious dichotomy. By radiating light from around themselves into the area about them, they fill a 60 foot spread centered on themselves with bright light. Their immediate surroundings, however, are totally devoid of light, granting them total concealment. The Edgewalker may enable or disable this aura as a swift action, and has good reason to do so – after all, near-invisible though they may be, their glowing aura is far from conductive to stealth.

    Maddening Truth (Su): Just as shadows can obscure the truth with kindly lies, light will bring forth all that one never wished to know. An Edgewalker of 16th level or higher may blast a victim's mind with absolute truth and enlightenment, so that for a fleeting moment, they know everything, with a particular focus on knowledge that would cause harm to them. The victim is entitled to a will save (DC 10+1/2 class level+cha modifier). Should they fail this save, they will enter a brief fit of insanity and attempt to kill (or destroy, as applicable) themselves for the next five rounds, even going so far as to harm any who attempt to stop them. Anything the subject learns from this effect vanishes in an instant – knowledge is fleeting, while the damage it causes remains. Maddening Truth consumes 14 light points and returns 12 shadow points.

    Hungering Night (Su): Many associate defense (and, by extension, the defensive properties of shadows in an Edgewalker's hands) with pacifism. While often true, this need not be the case, as one of the Edgewalker's higher shadow constructions can illustrate. From 17th level on, an Edgewalker can conjure the Hungering Night. This acts as a wall of force that cannot be seen through by the Edgewalker's enemies. Additionally, shadowy blades scythe out of it constantly, seeking victims. Any enemies who venture within 40 feet of it must make a reflex save every round (DC 10+1/2 class level+cha modifier) or take 4d6 slashing damage that bypasses all DR. A successful save lowers the damage to 2d6. Hungering Night consumes 14 shadow points and returns 12 light points.


    All-Seeing Eyes (Su): As they near the pinnacle of their craft, almost nothing poses a barrier to the Edgewalker's eyes. They gain True Seeing as a permanent effect. They may deactivate this ability as a free action if they wish to for whatever reason.

    Fade from Reality (Su): As the Edgewalker completes their mastery over shadows, a crucial fact reveals itself to them. As illusions become reality with the help of their victims' minds, so too can reality become nothing more than a half-dream. At 18th level, an Edgewalker may, for three rounds, become an illusion themselves – real enough to interact with the world without allowing it to affect them in turn. The Edgewalker cannot take any damage or (for better or worse) be target with any ability, spell or the like, but their actions are in no way impeded. When Fade From Reality is used, the Edgewalker may not use it again for three minutes, or 30 rounds. Fade From Reality costs 18 shadow points to use, and grants 16 light points in return.

    Unfettered Sun (Su): As shadows reveal their closely guarded secret, so too does light. Its secret lies in utilizing light in its purest form – unchanged, untouched. Tampering with light, altering its form and function, does nothing save for diluting its power. From 19th level and on, an Edgewalker may open an incredibly short-lived portal to the nearest sun, allowing its beams to pour through in a destructive ray. The more power they expend, the longer the portal remains open for, thus allowing for greater power. Furthermore, the Edgewalker can at this point twist the laws of nature yet further – light and positive energy are, should it be convenient for them, one and the same. In other words, allies caught within the blast will, instead of taking damage, be healed for half the amount.

    The damage dealt depends on the amount of points expended (Unfettered Sun, however, consumes all light points the Edgewalker has available). Should one to ten points be spent, each point adds 1d6 damage. Points 11 through 20 add 2d6 damage, while any additional points beyond 20 add 3d6. A reflex save (DC 10+1/2 class level+cha modifier) halves the damage. The energy wastage from this ability is vast, however, and the Edgewalker only gains a number of shadow points equal to half the light points they spent.

    Balance in All Things (Su): Despite the strength to be found in each individual force – light and shadow – in the end, the Edgewalker is a creature of balance. The pinnacle of their craft is found in harmony between the two forces that they command.

    At 20th level, an Edgewalker may use Balance In All Things to suck light out of their vicinity, and instead bombard their enemies with it. Any life force removed from their victims in the course of this is transferred to the Edgewalker and their allies: A simple redistribution, in other words.

    The Edgewalker may select a 30 foot spread anywhere within 100 feet. The area is blasted with light, dealing 15d6 damage to all caught within it, as well as dazzling them. A successful reflex save ( DC 10+1/2 class level+cha modifier) halves the damage and negates the dazzling effect. Either way, the victims suffer a -3 penalty to AC. Additionally, any number of allies within 50 feet of the Edgewalker gain total concealment, and the sum of the damage dealt may be distributed as healing among them as the Edgewalker sees fit (Healing Reflection cannot be used in conjunction with this). The concealment, dazzling and AC penalty all last for five rounds. Balance In All Things consumes 15 light and shadow points.



    Note: All light created by Edgewalker class features count as natural daylight for all purposes. Light they create, as well as shadows, can be of any colour they wish.
    Last edited by Cogwheel; 2010-07-13 at 07:08 AM.
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