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    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

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

    Meh, I finally finished it. I haven't read the rest of the submission yet but this one probably isn't that good. Here is a Tier 4 support class for you so... here you go.


    The Illuminator

    ďSecrets cannot hide from the light that is my soul
    -Elis Runewind, Illuminator

    There are many secrets hidden in the world. Politicians lie and cheat, ancient powers are locked away in lost tomes, and the ruins of ancient civilizations slowly rot miles beneath our feet. For each secret that is kept, there is someone who wishes to reveal it.
    The illuminators are a special sect of truth seekers, a guild and religion in and of itself. They manage to convert the energy of their own soul into light, a light that can reveal even the subtlest of secrets. Some illuminators remain in their guild while others are hired as inquisitors or investigators and others still go out into the world to reveal whatever secrets lie within it.

    Abilities: Wisdom is of utmost important to Illuminators, powering a couple of abilities and letting her perceive the world clearly. Dexterity and Constitution are also important, due to possessing little armor and few hit points. Many of the Illuminatorís class skills rely upon Intelligence.

    Role: The Illuminator is a supporting role. As time goes on, she gains the ability to heal allies, damage foes, improve the perceptions of others, and provide a few bonuses as well. Some of her abilities, alas, harm herself in the process as part of the Illuminatorís soul is used to accomplish the task.

    Background: Regardless of their eventual fate, almost all Illuminators start within the central organization that teaches their dogma. This organization, also known as Truthís Beacon, starts all Illuminators on their path and allows them to choose their own path once training is over.
    Becoming an Illuminator is almost always a voluntary decision, although a few people have been coerced into joining or have been left with no other option. Training within the guild typically lasts for about four years, the amount of time it takes most people to master the radiance of their own soul. It is not unheard of for people to master this task in a fraction of this time and thus graduate early.
    Even if their individual goals clash, most Illuminators feel a certain kinship with each other and they are almost always fully honest with each other, hiding nothing.

    Organization: All Illuminators, at least during their training, are part of Truthís Beacon. The organization is spread across several world and several planes of existence. Truthís Beacon has no single leader, with each guild house run by its eldest member and all decisions made by a vote among all elders whose guild houses would be affected. Truthís Beacon is something of a religion in and of itself, praising its most powerful members as beings akin to angels or even gods.

    Alignment: Strange as it may sound for beings of light and truth, the morality of Illuminators is fairly flexible. Although many are lawful and good, exceptions to these tendencies abound.
    Evil Illuminators tend to blackmail, broker information, or seek out secrets best forgotten by most of the world. Chaotic Illuminators tend to leave Truthís Beacon to find secrets on their own and to reveal the unfortunate truths of our supposedly civilized world. Even with this being the case, chaotic evil Illuminators are practically unheard of.

    Races: Most guild houses of Truthís Beacon are located in lands run by humans. A few chapterhouses, however, have appeared in other civilizations. Elven Illuminators are sometimes the brightest source of light below the canopy, providing illumination to the entire community without the danger of fire. Dwarven Illuminators are often used as guards and peacekeepers, gifted at smelling out trouble. Illumians (Races of Destiny) are among the only creatures known to become Illuminators without ever receiving training. Although a few guild houses have been built in the wilderness, few members of savage races ever seem to join.

    Religion: The teachings of Truthís Beacon are akin to that of a religion, seeking the truth of all things with but oneís own soul to bear witness. As this ďreligionĒ does not concern the afterlife, however, many Illuminators do choose to worship a deity. Most Illuminators worship gods of Knowledge and Light, such as Boccob or Pelor.
    On the other hand, most Illuminators hate gods of darkness and deception such as Vecna. This hatred is almost always mutual.

    Other Classes: Illuminators tend to get along well with members of most other classes just fine. They particularly appreciate the intellectual pursuits of truth that archivists and wizards make and the search for enlightenment that monks undergo. Strangely, despite having similar abilities, many Illuminators dislike bards due to their tendency to distort or hide facts. This dislike extends to the beguiler with even greater intensity.

    Adaptation: The most obvious change to make would be the removal of Truthís Beacon. It is equally possible that Illuminators are taught their talents in normal monasteries or churches or that they were born with the power that they possess.

    Hit Die: d6

    Starting Gold: As Bard

    Class Features

    Class Skills: The Illuminator's class skills (and the key ability for each skill) are: Appraise (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)

    Skill Points at First Level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier

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

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Guiding Light +1, Spiritual Radiance

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Anima Lantern, Reveal Auras

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Reveal the Hidden, Synergy of Souls (2d4)

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Lanternís Gaze

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Guiding Light +2

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Lesser Cosmos

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Synergy of Souls (4d4)

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Touched By Light

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Guiding Light +3

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Unveiling Glow

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Synergy of Souls (6d4)

    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Cosmos

    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Guiding Light +4

    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    |Touched by Truth

    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    |Synergy of Souls (8d4)

    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Unveiling Glow

    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Guiding Light +5

    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Superior Cosmos

    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Synergy of Souls (10d4)

    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    |Ascension[/table]

    Weapon and Armor Proficiencies: An Illuminator gains proficiency with all simple weapons and light armor but not with shields.

    Spiritual Radiance (Su): The soul of an Illuminator is set ablaze with supernatural energy, a radiance that canít be fully contained. Your square(s) are filled with bright light and you shed shadowy illumination in a 5 ft./level radius.
    This radiance is more than a physical glow, however, illuminating a targetís essence with your soul and insight. Living creatures bathed in this glow gain the benefits of the alertness feat, aided by your guiding presence. Unintelligent undead within the aura cannot attack you, kept at bay by the radiance of your soul.

    Guiding Light (Su): An Illuminatorís light parts far more than darkness, illuminating all secrets for the world to see. By surrendering a bit of her soul to an ally, he or she can use this light to guide them onwards. As a standard action, choose any number of creatures within the area of your Spiritual Radiance and/or one or more of your Anima Lanterns. All chosen creatures gain a +1 insight bonus to attack rolls, skill checks, or saving throws for 1 round. You choose which benefit is granted when you use this ability and all targets gain the same benefit. Increase the size of the insight bonus to +2 at 5th level, +3 at 9th level, +4 at 13th level, and +5 at 17th level.
    Unfortunately, lending this light to your allies costs you a bit of your own essence, making you vulnerable to attack. You take a Ė1 penalty to AC and to all saving throws for each target affected. These penalties likewise last for 1 round.

    Anima Lantern: Starting at 2nd level, an Illuminator can liberate a bit of their soulís radiance to explore the world around her. As a full round action, you can create any number of Anima Lanterns within 60 feet. Each anima lantern is a square of bright light that emanates shadowy illumination into all adjacent squares. Anima lanterns provide no heat and immune to damage.
    For each anima lantern that you possess, the range of your spiritual radiance is reduced by 5 feet. You may never possess more than one Anima Lantern per class level. When creating an anima lantern, you decide whether it manifests as a series of small candle-like flames, a handful of floating lantern-like globes, or a single light in the basic shape of a humanoid. You may make this decision for each anima lantern separately. No anima lantern may take up more than a single 5-foot square.
    As a move action, the illuminator may move any number of Anima Lanterns up to 5 feet/level. Anima Lanterns may travel any distance from you in this way. Anima lanterns count as light effects with a spell level equal to half your class level for the purposes of interacting with darkness effects. You may dismiss any number of anima lanterns as a move action.

    Reveal Auras (Su): Starting at 2nd level, an Illuminatorís spiritual light begins to reveal the true nature of the world around her. Any creature that enters the illumination of your spiritual radiance or one of your anima lanterns has its alignment slowly revealed. On the first round of such illumination, a colorless glow collects around a creature. On the second round, the aura takes becomes a color indicative of the targetís alignment. On the third round, the targetís aura increases or diminishes in size to reflect the power of a creatureís aura.
    Any sentient creature can interpret the information shown by this ability with a DC 20 Spellcraft check. Illuminators need not make such checks. A creature who leaves the range of your illumination for at least one round before re-entering repeats the process from the start.
    Magical Auras are likewise illuminated by this aura after one round of illumination. However, nothing other than the presence, number, and location of such auras is revealed (not the strength or schools of magic).

    Synergy of Souls (Su): Starting at 3rd level, an Illuminatorís light truly interacts with the souls of others, intermingling with the souls of allies and clashing with the souls of foes. As a standard action, you may choose a number of creatures (other than yourself) up to your Wisdom modifier, all of which must be illuminated by your spiritual radiance or your anima lanterns.
    All selected allies are healed 2d4 points of damage. All selected enemies take 2d4 points of damage. This effect only functions on living creatures. Damage to be dealt or healed may be halved with a successful Will save (DC 10 + 1/2 level + Wis modifier). Whenever you use this ability, you suffer nonlethal damage equal to half of your class level (rounded down).
    The damage healed and dealt by this ability increases to 4d4 at 7th level, 6d4 at 11th level, 8d4 at 15th level, and 10d4 at 19th level.

    Reveal the Hidden (Su): Starting at 3rd level, an Illuminatorís light reveals what others may have wanted hidden. Creatures illuminated by spiritual radiance or anima lanterns can use the Search skill to find traps even if the DC is above 20.
    Furthermore, all such creatures are automatically entailed to a search check when passing within 5 feet of a trap or hidden door, as if actively searching. Similarly, creatures are permitted a spot check when passing within 5 feet of a disguised creature, a spellcraft check when passing within 5 feet of an active spell effect, and a Will save when passing within 5 feet of an illusion that can be disbelieved.
    Lastly, this ability grants all affected creatures a +2 bonus to Search, Sense Motive, and Spellcraft checks and lets such Spellcraft checks be made untrained.

    Lanternís Gaze (Su): Starting at 4th level, an Illuminator can extend her perceptions through her soul into one of her anima lanterns. As a standard action, you may choose any anima lantern with which you possess a line of sight. You shift your perspective as if in that lanternís square. Furthermore, you gain a bonus to spot and listen checks equal to your class level.
    While perceiving the world in this way, you are treated as flat-footed against all attacks and are considered blind if you are ever unable to see your body. You may still move the lantern to explore or scout. You may return to your own perspective as a swift action and automatically do so if it is dismissed or suppressed.

    Lesser Cosmos (Su): Starting at 6th level, an Illuminatorís radiance spreads far further, giving even pitch darkness an ephemeral radiance of sorts. From this weave of radiance, others may draw a bit of power.
    All creatures within 30 feet of you or one of your anima lanterns gain low-light vision. As a move action, any sentient creature within range can gain blindsight out to 10 feet and a +2 insight bonus to AC for 1 round. Whenever a creature gains this benefit, you take a Ė1 penalty to attack rolls and skill checks for 1 round.
    Undead within range react differently to this light, their bodies unable to withstand it. They instead take a Ė1 penalty to attack rolls, skill checks, and saving throws. Incorporeal undead take a penalty twice as large. Undead may not draw upon the power of this ability.

    Touched By Light (Ex): At 8th level, an Illuminator goes through a startling transformation. Your body is reduced to half of its former weight and your blood is replaced with liquid light. You no longer need to eat or drink and only require half as much sleep or meditation.
    Lastly, a bit of your conscious mind fills the illumination that you create. You may communicate telepathically with any creature that knows a language and is illuminated either by your spiritual radiance or by one of your anima lanterns.

    Unveiling Glow (Su): At 10th level, an Illuminatorís light starts to reveal truths hidden through even magical means. While within range of your spiritual radiance or anima lanterns, all invisible and ethereal creatures are rendered fully visible.
    Starting at 16th level, all magical fog and darkness within range can be seen through without hindrance and all glamers and figments are automatically recognized as the falsehoods that they are.

    Cosmos (Su): Starting at 12th level, an Illuminatorís weave of spiritual illumination grows stronger, granting greater insight to those within its reaches. All creatures within range gain superior low-light vision. Creatures drawing upon the power of the weave gain blindsight out to 30 feet and a +4 insight bonus to AC for 1 round.
    Undead within range now take a Ė2 penalty to attack rolls, skill checks, and saving throws (doubled if incorporeal).

    Touched by Truth (Ex): At 14th level, an Illuminator transforms once again, becoming one with the light that she channels. Your body is reduced to 1/10 of its former weight as your skin and organs are replaced with replicas of solid light. You no longer need to breathe and you gain a fly speed equal to your land speed with good maneuverability.
    Furthermore, you can peer into the minds of those you illuminate. As a standard action, you may attempt to read the surface thoughts of any creature illuminated by either your spiritual radiance or by one of your anima lanterns. If it succeeds on a Will save (DC 10 + 1/2 illuminator level + Wis modifier), it resists the attempt and is immune to further attempts for 1d4+1 hours.

    Superior Cosmos (Su): Starting at 18th level, an Illuminator creates a perfect web of subtle illumination, allowing for an overwhelming amount of insight. All creatures within range gain blindsense extending to all squares with which they have a line of effect. Creatures drawing upon the power of the weave gain blindsight instead and gain a +6 insight bonus to AC for 1 round.
    Undead within range now take a Ė4 penalty to attack rolls, skill checks, and saving throws (doubled if incorporeal).
    Lastly, your web of illumination is so complete that all creatures within range are treated as being illuminated by one of your anima lanterns for the purposes of your other class features.

    Ascension (Ex): At 20th level, an Illuminator transforms one last time, shedding her physical body to become a being of truth and illumination. You gain the incorporeal subtype, complete with all associated benefits and penalties.
    Furthermore, you automatically succeed on Sense Motive checks made against Bluff checks and on Saving Throws against spells and effects of the Illusion school.
    Last edited by Realms of Chaos; 2010-03-20 at 09:26 PM.
    I'm try not to be too vain but this was too perfect not to sig.
    Quote Originally Posted by Primal Fury View Post
    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
    At long last, I have an extended signature