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

    TORCHBEARER

    "In the darkness, all things become stumbling blocks; in the end, it becomes impossible to tell friend from foe. For that matter, when living in the darkness, there is hardly a difference between the two."
    -Feris, Lightkeeper of the Torchbearers

    The Torchbearers are an ancient religious order dedicated to the removal of deception and evil from the world. Although membership in the Order of Torchbearers is not limited to members of the Torchbearer class, the reverse is not true: members of the Torchbearer class are, by default, members of the Order.

    Newer initiates of the class are charged with hiring themselves out to established adventuring parties to perform the traditional torchbearer role. The novice is allowed the luxury of learning of the evils of the world while remaining in the relative safety of an experienced group. It is necessary, the Order maintains, to witness the scope and range of the evil that exists in the world so that the desire to see it eliminated can blossom into proper devotion to the Light.

    Torchbearers must swear to and follow five tenets. Failure means that the Torchbearer must atone merely through prayer and perform a task for the Order. A Torchbearer who ceases to be good, willfully commits an evil act, or grossly violates the tenets must correct the violation and be the recipient of an atonement spell, and loses all Torchbearer spells and abilities (but not weapon, armor, or shield proficiencies) until such atonement is made.

    The Creed of Truth
    1. In the Light, there is truth. You shall not lie.
    2. In the Light, there is no fear. You shall not act in cowardice nor intimidate others.
    3. In the Light, there is comfort. You shall welcome all who seek mercy or refuge.
    4. In the Light, there is no hiding. You shall not deceive by appearance or hide your countenance.
    5. In the Light, there is peace. You shall not act in anger.


    Abilities: Charisma is important to a torchbearer, as it dictates the strength of their auras and the effectiveness of their spells. Because they are so often in the thick of things, a good Constitution score serves a torchbearer well.

    Role: The torchbearer works equally effective as a front-line warrior or defender as they do the party's primary source of healing magic. Because of their creed that prohibits cowardice, many torchbearers are most comfortable in the thick of danger, but such a measure is not truly necessary, as confronting the challenge at all is a measure of bravery.

    Background: Torchbearers are promoted from the youth of local churches, usually of those dedicated to a god of the Sun, a process the church welcomes as it grants them representation in the Order, which has begotten many esteemed dignitaries over the years.

    Despite the promotion efforts, few can endure the testing it takes to become a torchbearer and are willing to accept a Creed that many view as a chafing leash. However, it is because of this difficulty that the torchbearer is seen as a force with which to reckon, and as a trusted diplomat because of their restriction against lying.

    Organization: The Order of Torchbearers is, by far, the largest organization to which torchbearers belong. However, while some go on to other organizations or even solitary endeavors (such as serving in public office), the Order keeps them on their role while not actively utilizing them for tasks, a set-up that keeps all parties happy.

    Alignment: Any good. Torchbearers range from the fanatic to the reserved, but a torchbearer must remain focused on their morals.

    Races: Any race is welcome to join the ranks of the torchbearers, although humans number the most among them, alongside many halflings, whose strong sense of community suits their inclusion in an organization such as the Order, and alongside a large number of dwarves, whose culture particularly respects the role of religion and the defender psyche.

    Religion: It is no surprise that torchbearers primarily revere Pelor, excepting for the occasional member who worships a god of Sun or Light that is local to their homeland.

    Other Classes: Barbarians and bards see the torchbearer as a person fighting the good fight with simply too many restrictions, while paladins and clerics hold the torchbearer with respect and high regard. Rogues tend to dislike the torchbearer, as their views and methods are exactly counterpoint and, most times, counteractive to the rogue's. Members of other classes are largely indifferent to the torchbearer, having admiration or aversion as appropriate based on personal reaction to the individual torchbearer.

    Adaptation: The torchbearer is easy to adapt to most campaign settings that contain a deity or ideal of Light, Truth, or the Sun. Removing or adjusting the tenets and modifying the spell list can make for a holy bounty hunter, able to pierce through illusions as they seek out enemies of the church. The torchbearer, with some modifications of weaponry, could even be an alternate version of paladin to plant into a campaign setting.

    Hit Die: d8

    Starting Gold: As cleric.

    Class Features

    Class Skills: The Torchbearer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (dungeoneering) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Spellcraft (Int).

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

    Table: The Torchbearer
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Aura of Light, Illuminator's Torch|5|3|-|-|-|-|-|-|-|-
    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    ||6|4|-|-|-|-|-|-|-|-
    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Contend the Shadow 1/day|6|5|-|-|-|-|-|-|-|-
    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Scion of the Light|6|6|3|-|-|-|-|-|-|-
    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Aura of Revelation|6|6|4|-|-|-|-|-|-|-
    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Burn away the Mist 1/day, Illuminator's Torch (Flaming)|6|6|5|3|-|-|-|-|-|-
    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Light of Conviction|6|6|6|4|-|-|-|-|-|-
    8th|
    +6/+1
    |
    +6
    |
    +2
    |
    +6
    |Aura of Truth, Contend the Shadow 2/day|6|6|6|5|3|-|-|-|-|-
    9th|
    +6/+1
    |
    +6
    |
    +3
    |
    +6
    |Illuminator's Torch (Flaming Burst)|6|6|6|6|4|-|-|-|-|-
    10th|
    +7/+2
    |
    +7
    |
    +3
    |
    +7
    |Aura of Peace|6|6|6|6|5|3|-|-|-|-
    11th|
    +8/+3
    |
    +7
    |
    +3
    |
    +7
    ||6|6|6|6|6|4|-|-|-|-
    12th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |Burn away the Mist 2/day|6|6|6|6|6|5|3|-|-|-
    13th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |Contend the Shadow 3/day|6|6|6|6|6|6|4|-|-|-
    14th|
    +10/+5
    |
    +9
    |
    +4
    |
    +9
    ||6|6|6|6|6|6|5|3|-|-
    15th|
    +11/+6/+1
    |
    +9
    |
    +5
    |
    +9
    |Illuminator's Torch (Holy)|6|6|6|6|6|6|6|4|-|-
    16th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    ||6|6|6|6|6|6|6|5|3|-
    17th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    ||6|6|6|6|6|6|6|6|4|-
    18th|
    +13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    |Burn away the Mist 3/day, Contend the Shadow 4/day|6|6|6|6|6|6|6|6|5|3
    19th|
    +14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    |Aura of Unmasking|6|6|6|6|6|6|6|6|6|4
    20th|
    +15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    ||6|6|6|6|6|6|6|6|6|5
    [/table]

    Weapon and Armor Proficiencies: The torchbearer is proficient with all simple weapons and with all armors and shields (except tower shields).

    Spellcasting: A torchbearer casts divine spells which are drawn from the torchbearer spell list. He can cast any spell on the list without preparing it ahead of time, the way a wizard or a cleric must (see below).

    To cast a spell, a torchbearer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a torchbearerís spell is 10 + the spell level + the torchbearerís Charisma modifier.

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

    Unlike a wizard or a cleric, a torchbearer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells heíll cast.

    Torchbearer Spell List
    {table=head]Spell Lvl|Spells
    0|Create Torch*, Cure Minor Wounds, Dancing Lights, Detect Magic, Ignite*, Flare, Guidance, Light, Virtue
    1|Bless, Comprehend Languages, Cure Light Wounds, Detect Evil, Detect Undead, Divine Favor, Endure Elements, Faerie Fire, Lantern LightBoED, Lesser VigorSC, Nimbus of LightSC, Produce Flame, Protection from Evil, Remove Fear, Shield of Faith
    2|Aid, Align Weapon (any nonevil), Augury, Calm Emotions, Consecrate, Continual Flame, Cure Moderate Wounds, Deific VengeanceSC, Flaming Sphere, Glitterdust, Heat Metal, Hold Person, Lesser Restoration, Resist Energy, See Invisibility, Shield Other, Spiritual Weapon, Status, Zone of Truth
    3|Arcane Sight, Blessed SightBoED, Create Food and Water, Cure Serious Wounds, Daylight, Dispel Magic, Heroism, Invisibility Purge, Lesser Visage of the DeitySC, Magic Vestment, Mass Lesser VigorSC, Prayer, Protection from Energy, Quench, RefreshmentBoED, Remove Blindness/Deafness, Remove Curse, Searing Light, Tongues, VigorSC
    4|Arcane Eye, Celestial BrillianceBoED, Cure Critical Wounds, Death Ward, Discern Lies, Dismissal, Divination, Divine Power, Fire Shield, Flame Strike, Greater Magic Weapon, Restoration
    5|Atonement, Break Enchantment, Dispel Evil, Disrupting Weapon, Greater VigorSC, Hallow, Mass Cure Light Wounds, Photoform*, Plane Shift, Prying Eyes, Raise Dead, True Seeing
    6|Anger of the Noonday SunSC, Banishment, Greater Dispel Magic, Greater Heroism, Heal, Mass Cure Moderate Wounds, Vigorous CircleSC, Visage of the DeitySC
    7|Greater Arcane Sight, Greater Restoration, Holy Word, Mass Cure Serious Wounds, Rejuvenating LightSC, Resurrection, Spell Turning, Sunbeam
    8|Antimagic Field, Discern Location, Fire Storm, Greater Prying Eyes, Holy Aura, Mass Cure Critical Wounds, Sunburst
    9|Blinding GloryBoED, Gate, Greater Visage of the DeitySC, Mass Heal, Miracle, True Resurrection[/table]
    * New spell (see below)

    Aura of Light (Su): The torchbearer sheds light as a torch. You may activate, change, or suppress this aura as a move action. You may have only one torchbearer aura active at a given time.

    Illuminator's Torch (Su): When wielding a torch, the torchbearer treats it as a club of a size befitting the torchbearer and it is no longer considered an improvised weapon. Likewise, he is considered proficient with the torch for the purpose of feats and abilities. When lit, the torch deals 1 point of fire damage on a successful strike. At 6th level, the fire damage increases to 1d6, as a flaming weapon. At 9th level, the torch, when lit, is treated as a flaming burst weapon instead, dealing an additional 1d10 damage on a critical hit. At 15th level, a torch in the torchbearer's hands is treated as a holy weapon.
    A torch carried by the torchbearer burns indefinitely, so long as the torchbearer lights it in the presence of his holy symbol and utters a short prayer as he does so (a full-round action). If the torch leaves his possession, it is extinguished after one round.

    Contend the Shadow (Su): At 3rd level, the torchbearer's torchlight begins to take on a supernatural luminance. The torchbearer can activate this ability in order to treat the light shed from his torch as a light spell of one-half the torchbearer's level in order to counter and dispel any spell with the darkness descriptor that is of equal or lesser level to his torchlight. This effect lasts for one round.

    Scion of the Light (Su): Upon achieving 4th level, the torchbearer has earned the right to undergo a test of faith. To take the test, he must undergo eight hours of uninterrupted prayer, and up to four companions may join him on this spiritual journey.

    The attendants enter into a purely mental world created by the torchbearer's deity, which takes whatever form necessary for the trial. The trial can take the form of a short encounter or an extended undertaking, but it always takes eight hours of real time.

    If the torchbearer and his companions succeed, the torchbearer gains the favor of and companionship of a lantern archon. Through the torchbearer's faith as proved by the test, the lantern archon is improved as the torchbearer progresses. Consult the section below ("The Torchbearer's Archon Companion") to determine the enhancements.

    If the archon companion dies, it is gone for 24 hours, and then returns at the next dawn afterward.

    Aura of Revelation (Su): At 5th level, the torchbearer gains an aura that makes ambushing them more difficult. You may activate, change, or suppress this aura as a move action. You may have only one torchbearer aura active at a given time. Any creature within 30 feet of the torchbearer that has concealment (including being invisible) is automatically affected as if by a Faerie Fire spell.

    Burn away the Mist (Su): Beginning at 6th level, the torchbearer's torch has the power to burn away fogs and mists within its area. As long as he is holding a lit torch, the torchbearer may activate this ability in order to negate any magically-created fog, mist, or cloud within 20 feet.

    Light of Conviction (Su): Upon reaching 7th level, the light you create with your spells shines upon the hearts of men and fiend alike, painfully revealing their iniquities. When you cast the spell and each round thereafter, evil creatures caught within the radius of a non-permanent [light] spell you have cast suffer 1 point of holy damage per level of the [light] spell unless they succeed on a Fortitude save (DC 10 + spell level + Cha modifier). An undead creature instead suffers 1d4 holy damage per level of the [light] spell per round, while an undead creature that is particularly vulnerable to bright light suffers 1d6 holy damage per level of the light spell per round.

    Aura of Truth (Su): The torchbearer of 8th level or higher can surround themselves with an aura that takes hold of men's tongues and keeps falsehoods from passing their lips. You may activate, change, or suppress this aura as a move action. You may have only one torchbearer aura active at a given time. Any creature within 20 feet of the torchbearer is affected as if by a Zone of Truth spell. The creature receives a Will save (DC 10 + one-half torchbearer's level + Cha modifier) upon being in the area of the aura, and success indicates that the creature is immune to the torchbearer's Aura of Truth for 24 hours. This effect is a mind-affecting compulsion effect.

    Aura of Peace (Su): At 10th level, the torchbearer can surround himself with an aura that inspires peace in others. Creatures within 20 feet of the torchbearer are affected as if by a Calm Emotions spell. The creatures are entitled to Will saving throws (DC 10 + one-half torchbearer level + Cha modifier) upon being in the area of the aura. If the creature saves or the effect ends because the creature is attacked, the creature is immune to the torchbearer's Aura of Peace for 24 hours. This is a mind-affecting compulsion effect. You may activate, change, or suppress this aura as a move action. You may have only one torchbearer aura active at a given time.

    Aura of Unmasking (Su): The torchbearer of 19th level or higher can surround themselves with an aura that cancels out magics that deceive, disguise, or conceal. You may activate, change, or suppress this aura as a move action. You may have only one torchbearer aura active at a given time. This aura functions as an Antimagic Field, except that it only affects spells from the illusion school, any ability that creates an illusory or quasireal effect, changes a creature or object's sensory qualities, provides a creature or object with concealment, or creates a mental image.

    New Spells


    Create Torch
    Conjuration (Creation)
    Level: Trb 0
    Components: V, S
    Casting Time: 1 standard action
    Effect: An unlit torch in your possession
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    Holding out your hand, you concentrate on the feel of wood in your grip as you utter the words. When the last syllable leaves your lips, you hold in your hand a torch, ready to light.

    This spell creates an unlit torch, either in your hand or in your possession.

    Ignite
    Evocation [Fire]
    Level: Trb 0, Sor/Wiz 0
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: One object held in the hand at the time of casting
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    Envisioning a spark in your mind, you focus on a portion of the object and imagine the spark landing there.

    You create sparks at any point along the held object that ignite easily combustible material such as parchment, straw, a torch, tinder, or dry cloth.

    Photoform
    Transmutation
    Level: Clr 6, Trb 5
    Components: S, DF
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 2 min./level (D)

    As you speak the words, you feel a tingling, and then a numbing sensation take over your body as it fades into intangibility.

    The caster takes on a form of pure light, shedding bright light as a torch for 20 feet and dim light for an additional 20 feet. They become immune to almost all damage from outside sources while in this form and all status effects are removed. They may pass through narrow openings, such as a keyhole, and any material through which light may pass, but any object that distorts light such as a pane of frosted glass deals 5d6 damage whenever the caster passes through and stuns them for one round. The caster may not interact with physical objects or speak but may still cast spells with the Light descriptor while in this form (ignoring verbal, somatic, and divine focus components) by expending five times the spell's level in hit points when casting. The caster may not run, but gains a fly speed of 100 feet with perfect maneuverability.
    If the caster enters or begins their turn in the area of a spell with the Darkness descriptor, they suffer 1d6 damage per level of the Darkness spell.

    The Torchbearer's Archon Companion


    {table=head]Class Level|Bonus HD|Natural Armor Adj.|Dex/Cha Adj.|Special
    4th-5th| +2| +2| +1| Share spells, telepathic link
    6th-8th| +4| +4| +2| Resonance
    9th-11th| +6| +6| +3| Life Link
    12th-14th| +8| +8| +4| Spell Resistance
    15th-17th| +10| +10| +5| Absorb
    18th-20th| +12| +12| +6| Empower[/table]

    Archon Companion Basics
    Use the base statistics for the lantern archon, but make the following changes.

    Class Level
    The characterís torchbearer level. The torchbearerís class levels stack with levels of any other classes that are entitled to an archon companion for the purpose of determining the companionís abilities.

    Bonus HD
    Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the archon companionís base attack and base save bonuses. An archon companionís base attack bonus is the same as that of a fighter of a level equal to the its HD. An archon companion has good Fortitude, Reflex, and Will saves (treat it as a character whose level equals the archonís HD). An archon companion gains additional skill points and feats for bonus HD as normal for advancing a monsterís Hit Dice.

    Natural Armor Adj.
    The number noted here is an improvement to the lantern archon companionís existing natural armor bonus.

    Dex/Cha Adj.
    Add this value to the archon companionís Dexterity and Charisma scores.

    Share Spells (Ex)
    At the torchbearerís option, he may have any spell (but not any spell-like ability) he casts upon himself also affect his archon companion. The archon companion must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the archon companion if the companion moves farther than 5 feet away and will not affect the archon again, even if it returns to the torchbearer before the duration expires.

    Additionally, the torchbearer may cast a spell with a target of "You" on his archon companion (as a touch range spell) instead of on himself. A torchbearer and his archon companion can share spells even if the spells normally do not affect creatures of the companionís type (outsider).

    Telepathic Link (Su)
    The torchbearer can communicate telepathically with his archon companion up to a distance of 1 mile.

    Resonance (Su)
    Whenever the archon successfully strikes an evil creature with its light ray, it regains one hit point. If it is already at full hit points, it gains a temporary hit point instead. These temporary hit points last for one hour.

    Life Link (Su)
    As a standard action, the archon can transfer any of its temporary hit points to a creature, so long as they are both within 30 feet of one another. The duration of these temporary hit points remains unchanged in the exchange.

    Spell Resistance (Ex)
    As long as the torchbearer is 12th level or higher, his archon companion gains spell resistance equal to the torchbearer's level + 5.

    Absorb (Ex)
    When in the area of a light spell, the archon regains hit points per round equal to the level of the light spell. If the archon is already at full hit points, it gains temporary hit points instead.

    Empower (Ex)
    Whenever the archon has temporary hit points, it gains a +1 divine bonus to attack rolls and a +1 deflection bonus to armor class per five temporary hit points. Any creature to which it transfers temporary hit points gains the same bonus for each 5 temporary hit points it possesses that it gained from the archon.

    Ex-Torchbearers

    A torchbearer who grossly violates the creed, commits an evil act, or changes to a non-good alignment and who remains unrepentant of his transgressions is an ex-torchbearer and loses all torchbearer spells and abilities (including the companionship of his archon, but not weapon, armor, and shield proficiencies). He may not progress any farther in levels as a torchbearer. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description), as appropriate.
    Last edited by Zom B; 2010-11-12 at 05:50 PM.
    Zombitar courtesy of Djinn_In_Tonic.