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  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    Oct 2007
    Location
    Midwest City, OK
    Gender
    Male

    Default GitP PrC Contest XXX: Into the Light

    Into the Light

    ---

    All is clear in the Light

    _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

    Giant in the Playground PrC Contest XXX

    The contest begins with the posting of this thread and will run through midnight of September 25th.

    Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of October 5th.

    Rules

    1) You will be creating an 'original' prestige class. You will be making a class with "Light" as the theme. The character could wield spectromanctic magics, create and wield constructs of solid-light, be a devout worshipper of the Light for good or ill; the character class must in some way shape or form use Light as an integral part of the class. Any Wizards of the Coast 3.5 source or Pathfinder source is allowable for material. Get to it!

    2) Entries must include name, complete class, and fluff, combat related and role playing related. Incomplete entries at the deadline will be disqualified.

    3) Entries must be 3.5, using the standard format below.

    4) Post all entries in this thread. Post all conversation, questions, etc here in the chat thread).

    5) Maximum of one entry per participant (gotta save up those creative juices for the next one too!)

    6) Entries must be your own work, and must not be copied for other places. Only new work may submitted; no previously posted work will be accepted. Such entries will be disqualified. Such entries will be disqualified.

    7) No reserving posts. Feel free to tweak your class, but the initial post must include the basics.


    _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

    And here's helpers if you need it!

    (Fax Celestis' Prestige Class Creation Thread)
    (Djinn_In_Tonic's What to make and How to make it special!)
    Chris Bennett
    Author of Path of War
    Freelancer

    My credits:
    Path of War and Path of War Expanded: An OGL Tome of Battle for the Pathfinder game system, for Dreamscarred Press.
    Psionics Augmented: Psychic Warrior and Psionics Augmented: Soulknife for Dreamscarred Press.
    My extended homebrew signature!

    Follow me on Facebook!

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Oct 2007
    Location
    Midwest City, OK
    Gender
    Male

    Default Re: GitP PrC Contest XXX: Into the Light

    PRESTIGE CLASS NAME



    Quote of Some Kind by a member of the class!

    A general description of whatever the class is!

    BECOMING A CLASS NAME

    How you would normally become a member of this prestige class.

    ENTRY REQUIREMENTS
    :
    :
    :
    :
    :

    Class Skills

    The Class Name's class skills (and the key ability for each skill) are....

    Skills Points at Each Level: x + int

    Hit Dice: dx

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

    1st|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    2nd|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    3rd|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    4th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    5th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    6th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    7th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    8th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    9th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    10th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability[/table]

    Weapon Proficiencies: A place to put the different proficiencies.
    Put all the different class abilities in here!

    PLAYING A CLASS NAME

    Brief description on how to play the class you are designing.

    Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.

    Advancement: This is a section on different options and paths that the class can go down when they advance in power.

    Resources: What resources might a member of this PrC be able to draw on..

    CLASS NAME IN THE WORLD

    A quote of somebody else talking about your class!

    A brief description of how your class is persevered in the world and how he interacts with the world.

    Daily Life: Some general information about the typical day in the life of your class.

    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).

    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction

    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    CLASS NAME IN THE GAME

    This is a good place to provide a quick note on how your class will effect game play statistically.

    Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.

    Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

    Sample Encounter

    Give an example of how one might encounter a member of this PrC.

    EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions

    Spoiler
    Show

    [color=maroon][size=5][b]PRESTIGE CLASS NAME [/b][/size][/color]

    [IMG]http://Picture URL[/img]

    [i]Quote of Some Kind by a member of the class! [/i]

    A general description of whatever the class is!

    [size=4][color=maroon]BECOMING A CLASS NAME [/color][/size]

    How you would normally become a member of this prestige class.

    [b]ENTRY REQUIREMENTS[/b]
    [b]:[/b]
    [b]:[/b]
    [b]:[/b]
    [b]:[/b]
    [b]:[/b]

    [b][size=3][color=maroon]Class Skills[/color][/size][/b]

    The Class Name's class skills (and the key ability for each skill) are....

    [b]Skills Points at Each Level: [/b]x + int

    [b]Hit Dice:[/b] dx

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

    1st|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    2nd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    3rd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    4th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    5th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    6th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    7th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    8th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    9th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    10th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability[/table]

    [b]Weapon Proficiencies[/b]: A place to put the different proficiencies.
    Put all the different class abilities in here!

    [color=maroon][size=4][b]PLAYING A CLASS NAME[/b][/size][/color]

    Brief description on how to play the class you are designing.

    [b]Combat:[/b] Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.

    [b]Advancement:[/b] This is a section on different options and paths that the class can go down when they advance in power.

    [b]Resources:[/b] What resources might a member of this PrC be able to draw on..

    [size=4][color=maroon][b]CLASS NAME IN THE WORLD[/b][/color][/size]

    [i]A quote of somebody else talking about your class![/i]

    A brief description of how your class is persevered in the world and how he interacts with the world.

    [b]Daily Life:[/b] Some general information about the typical day in the life of your class.

    [b]Notables:[/b] Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).

    [b]Organizations:[/b] Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    [size=4][color=maroon][b]NPC Reaction[/b][/color][/size]

    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    [color=maroon][size=4][b]CLASS NAME IN THE GAME[/b][/size][/color]

    This is a good place to provide a quick note on how your class will effect game play statistically.

    [b]Adaptation:[/b] This is a place where you put in detail how people can adapt your class into their campaign setting.

    [b]Encounters:[/b] This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

    [size=4][color=maroon][b]Sample Encounter[/b][/color][/size]

    Give an example of how one might encounter a member of this PrC.

    [b]EL x:[/b] Give the encounter level and description of a sample member of this class and a stat block for him/her.


    [size=4]Name[/size]
    alignment/Gender/Race/Levels
    [b]Init[/b] +0, [b]Senses[/b]: Listen +, Spot +,
    [b]Languages[/b]
    ------------------------------------------------
    [b]AC[/b] , touch , flat-footed ()
    [b]hp[/b] ( HD)
    [b]Fort[/b] +, [b]Ref[/b] +, [b]Will[/b] +
    ------------------------------------------------
    [b]Speed[/b] ft. ( squares)
    [b]Melee[/b]
    [b]Base Atk[/b] +, [b]Grp[/b] +
    [b]Atk Options[/b]
    [b]Combat Gear[/b]
    [b]Spells Prepared[/b]
    [b]Supernatural Abilities[/b]
    -----------------------------------------------
    [b]Abilities[/b] Str , Dex , Con , Int , Wis , Cha
    [b]SQ[/b]
    [b]Feats[/b]
    [b]Skills[/b]
    [b]Possessions[/b]
    Chris Bennett
    Author of Path of War
    Freelancer

    My credits:
    Path of War and Path of War Expanded: An OGL Tome of Battle for the Pathfinder game system, for Dreamscarred Press.
    Psionics Augmented: Psychic Warrior and Psionics Augmented: Soulknife for Dreamscarred Press.
    My extended homebrew signature!

    Follow me on Facebook!

  3. - Top - End - #3
    Dwarf in the Playground
    Join Date
    Aug 2006
    Location

    Default Re: GitP PrC Contest XXX: Into the Light

    [hr]
    DAWN BREAKER
    [hr]
    There are two kinds of light - the glow that illumines, and the glare that obscures.

    Spoiler
    Show

    The Dawn Breaker is a Leader, a Fighter and a supporter. Having strong melee capabilities, they can tank very well and are correct ranged offenser. However where they are the most useful is to help control the battlefield. They can switch aura and boost some soulmeld or maneuvers to achieve prowess only few could dream of.

    [hr]
    BECOMING A DAWN BREAKER
    [hr]
    All Dawn Breaker have been trained in the Art of the Light Bringer as its the only know way of having the Wings of the Devoted soulmeld. It is however possible that somewhere someone have learn how to shape the Wings without being a Light bringer, but those are just rumors...

    [hr]ENTRY REQUIREMENTS
    [hr]Skills: Knowledge (Planes) 8 ranks, Martial Theory 8 ranks, Knowledge (Arcana) 4 ranks, Spellcraft 4 ranks
    Feats: must have the Bonus Essentia feat.
    Soulmelds: must have the Wings of the Devoted soulmeld.

    [hr]
    Basics
    [hr]Hit Die: d10
    Skill Points: (2 + Int modifier).
    Class Skills: The Dawn Breaker'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.

    Dawn Breaker Progression
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Helping Hand, Meldshaper

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Delivering Light, Bonus Essentia

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Sustaining Light (Food & Drink)

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Revealing Light

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Pillar of Light, Bonus Essentia

    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    |Sustaining Light (Sleep)

    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    |Breaking Dawn

    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    |Fountain of Life, Bonus Essentia

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |Sustaining Light (Aging)

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |Legion of the Light Soldiers [/table]

    [hr]Weapon Proficiencies[hr]
    A Dawn Breaker gains no additional proficiencies.

    [hr]Meldshaping[hr]
    At each level, a Dawn Breaker increases their meldshaper level, the number of soulmelds they can shape, the number and kinds of chakra binds they can create, and their essentia pool as if they had gained a level in the meldshaping class to which they belonged to prior to gaining the Dawn Breaker level and that provide the Wings of the Devoted soulmeld. They do not, however gain any other abilities of that class except increase radius of their Aura of Light.

    [hr]Bonus Essentia[hr]
    Everytime you gain this ability you gain +2 Bonus essentia.

    [hr]Sustaining Light (Su)[hr]
    As long as you still have acces to the Mount Celestia, you gain part of this energy to sustain your basic needs.
    - At level 3 you dont need to eat or drink anymore.
    - At level 6 you dont need to sleep, however you may need sleep to recover power or spells.
    - At level 9 you stop aging and thus become immortal.

    [hr]Helping Hand (Su)
    [hr]You gain a unique soulmeld that lets the light help you and your allies. The statistic for this soulmeld are as follows;

    Helping Hand
    Descriptors: Light
    Classes: Dawn Breaker
    Chakra: Hands, Shoulders

    The Light seem to react always trying to help allies and at the same time sometime she seem to become thicker and reduce the power of incoming attacks.

    This Soulmeld give a Damage Reduction of 1/- to any ally under the Aura of Light. Your aura of light radius is also improved by 10ft.
    Essentia: For every essentia you invest in this soulmeld you the Damage Reduction increase by +1

    Chakra Bind (Hands) : The same bonus apply to Damage Reduction also apply to all Saves made by allies.

    Chakra Bind (Shoulders) : Any ennemy within the Aura of Light must make a Will Save or be unable to attack your allies in the area. However they become aware that they can focus on you instead.

    [hr]Delivering Light[hr]
    The Dawn Breaker gain access to the new maneuver : Delivering Light described below.

    Delivering Light
    Lightbringer (Boost)
    Level: 3
    Initiation Action: 1 swift action
    Range: Close(25ft + 5ft/2 initiator level)
    Target: 1 target within range
    Duration: Instant

    You can target one person within range and emulate at your choice the effect of a Dispel Magic, Remove Curse or Break Enchantment. Your caster level is equal to your initiator level. You can only try to remove the same effect once per 24 hour (refreshing at Dawn).
    Essentia: For every point of essentia you invest while initiating this maneuver you gain a bonus of +1 on your check.

    [hr]Revealing Light (Su)
    [hr]You gain a unique soulmeld that lets detect intrusion and protect against ambush. The statistic for this soulmeld are as follows;

    Revealing Light
    Descriptors: Light
    Classes: Dawn Breaker
    Chakra: Feets, Brow

    As the soulmeld shape the light grow brighter and seem to shine even more when things are hiding

    This Soulmeld enhance the senses of the allies bathed in is light gaining a bonus of +2 to their perception checks and they can't be flanked as long as they remain within. All Stealth check are made at -2. Your aura of light radius is also improved by 10ft.
    Essentia: For every essentia you invest in this soulmeld you increase the bonus to perception by +1 and the penalty to Stealth by -1

    Chakra Bind (Feets) : The Light allow travel without hindrance, as the Freedom of Movement spell.

    Chakra Bind (Brow) : The Dawn Breaker is aware whenever someone enter the Light of is aura, this function as the Mental version of the Alarm spell. Everybody under the light are under the effect of the Detect Scrying spell.

    [hr]Pillar of Light[hr]
    The Dawn Breaker gain access to the new maneuver : Pillar of light described below.

    Pillar of Light
    Lightbringer (Strike)
    Level: 5
    Initiation Action: 1 standard action
    Range: Medium (100ft + 10ft/initiator level)
    Target: 1 target within range
    Duration: Instant
    Save: Reflex for Half and Fortitude to Cancel

    By pointing toward a target within range a Column of Light descent from the sky and burn your foe. This cause 5d6 of Holy Damage and 5d6 of Divine Damage (Reflex save for half). If the target fail this check she must do a Fortitude save or become Blind.
    Essentia: For every point of essentia you invest while initiating this maneuver you increase both the Holy and Divine damage by +1d6.

    [hr]Breaking Dawn (Su)
    [hr]You gain a unique soulmeld that lets your Armor of Light change the law of magic and decrease the potency of undeads. The statistic for this soulmeld are as follows;

    Breaking Dawn
    Descriptors: Light
    Classes: Dawn Breaker
    Chakra: Crown, Brow

    Your Light is so strong that you bend the law of magic and affec the unnatural world

    This Soulmeld increase the potency of your Aura of Light. All spells of the Necromancy school or with the [Shadow] descriptor have their Caster level and DC Decrease by 2. All spells of the Abjuration school or with the [Light] descriptor have their Caster level and DC Increase by +2. All Undeads in the Area have their are considered to have -1 Hit Dice. Every Undead reduce to 0 or less hit dice are destroy. Your aura of light radius is also improved by 10ft.
    Essentia: For every essentia you invest in this soulmeld you increase/decrease the Caster level by a additional 1 and undead have their hit dice total reduce by a extra -1.

    Chakra Bind (Crown) : All Summoning are prevented within the aura except for creature with the [Light] or [Good] subtype.

    Chakra Bind (Brow) : The Dawn breaker is under the effect of the Greater Anticipate Teleportation, but instead of delay the effect he may choose to just cancel it instead.

    [hr]Fountain of Life[hr]
    The Dawn Breaker gain access to the new stance : Fountain of Life described below.

    Fountain of Life
    Lightbringer (Stance)
    Level: 7
    Initiation Action: 1 swift action
    Area: emanation of 60ft
    Target: Self
    Duration: Stance

    Every ally affected gain Fast Healing 1 as long as their Hit Points are below 50%. Finally whenever the Dawn Breaker kill a creature all allies can make a save to remove one of these effects : Blinded, Confused, Dazed, Dazzled, Deafened, Diseased, Exhausted, Fascinated, Frightened, Nauseated, Paralysed, Poisoned, Shaken, Sickened or Stunned. The DC and type of save is the same as the one that inflict the effect in the first place. If no save were allowed the DC become 25.
    Essentia: For every point of essentia you invest in this stance you increase the Fast Healing by +1 and when you kill a creature allies can try to remove +1 conditions.

    [hr]Legion of Light Soldiers (Su)
    [hr]You gain a unique soulmeld that lets you create a Armoy out of the Light that surround you. The statistic for this soulmeld are as follows;

    Legion of Light Soldiers
    Descriptors: Light
    Classes: Dawn Breaker
    Chakra: Hands, Arms

    From everywhere around you Soldiers of Light begin to appear.

    This soulmeld create 100 Soldier of Light of 1 Hit Dice. Theses Soldier always stay within your Aura of Light power. If for whatever reason they are away from your Aura of Light radius they do their best to come clsoer to you. If they go beyond the Dim light provide by your aura for more than your Charisma round, they die. Soldiers that have Die reappear only the next time you shape this soulmeld. Your aura of light radius is also improved by 10ft.
    Essentia: When you shape this soulmeld you may spend points of essentia to increase the hit dice of your soldiers. The Essentia invested this way is locked until you unshape this soulmeld or shape it again. For every points of essentia invested, the hit dice of your Soldiers increase by +1.

    Chakra Bind (Hands) : Every allies within the Aura are under the effect of a Haste spell and all ennemies under the effect of the Slow spell.

    Chakra Bind (Arms) : As a move action once per round, the Dawn Breaker may move 1 willing ally per essentia invested in this soulmeld to any other space within the Aura of Light.

    [hr]
    PLAYING A DAWN BREAKER
    [hr]
    Alternating between aura and reallocating is essentia is part of is every round. He's mostly a Melee guys but can also attack at range boosting is allies.

    Combat: The Dawn Breaker fight with passion, surround by the Light of the Heavens, he is a powerful combattant alone but really shine when in a group. Most of is aura affect ennemis and allies in different ways and having the right aura at the right time could prove to be really helpful.

    Advancement: The Path of the Dawn Breaker always involve the Light Bringer and most who finish this path return to the Light Bringer. Its also possible that some may want to improved their capacity to use incarnum and as their soulmeld are quite potent more essentia is always welcome.

    Resources: Most of the time the Dawn Breaker must rely on is own ressource or those of is group. However if they belong to a organisation she can help him for what he may need.

    [hr]
    DAWN BREAKER IN THE WORLD
    [hr]
    Who is more foolish, the child afraid of the dark or the man afraid of the light ? I use to be that kid, but after meeting with a Dawn Breaker, im the man

    Daily Life: The Dawn Breaker is surround by light at all time, but there'S time like in the bedrooom where light is not that welcome. A good part of the time a Dawn Breaker will just remove essentia so to have a aura that show less light. Those who beleive in the Gods or in a cause may pray each day but that's by their action that they are judge by the common folks.

    Notables: One well known Dawn Breaker is Valkyr Lebon. Not because he's the strongest but because he have serve in many war over the last decade and that he turn the tide of the battle whereever he go.

    Organizations: There's no true organisation of Dawn Breaker, however a lot of the join a country serving as general or even advisor for the local army. Thoses who adventure are quite succesful in dungeons, crypts and wherever there's a fight.

    NPC Reaction: To Most a Dawn Breaker is just another Paladin, sure he's more "bright" but to most he's a Undead and Demon Slayer. That's not far from the true, most Dawn Breaker hunt thoses foes, but a good part of them serve as general. A High level Dawn Breaker can litteraly change the course of a battle with the dussen appearend a a legion of soldier.

    [hr]
    DAWN BREAKER IN THE GAME
    [hr]
    A Dawn Breaker in a group always have a Leader role where they help their allies and crush their opponents.

    Adaptation: The Dawn Breaker can appear in any campaign that allow Incarnum and where the Mount Celestia exist. However in a campaign where this plan don't exist its easy to adapt it to any other plane with a Good or Light aspect.

    Sample Encounter

    EL 12: The characters arrive in town just to see that they are preparing for a war. Another far away country is marching in their direction. Valkyr Lebon is the General of this army and the character are hired to counteract the Dawn Breaker and help the town win this war.

    Valkyr Lebon (CR 12)
    LG Male Human, Lightbringer 5 / Dawn Breaker 7
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed 30ft. (6 squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str 18, Dex 12, Con 14, Int 12, Wis 14, Cha 18
    SQ
    Feats
    Skills
    Possessions

    [hr]
    SOLDIERS OF LIGHT
    [hr]

    Soldier of Light (1 HD)
    Spoiler
    Show
    Soldier of Light (1 HD)
    Elemental [Light]
    Init +1; Senses Darkvision 60ft ; Perception +5

    [hr]DEFENSE[hr]AC 14, Touch 11, flat footed 14 (+3 Natural Armor, +1 Deflection)
    HP 6 (1d10+1);
    Fort +3, Ref +1, Will +3
    Immunity to Poison, Sleep effects, Paralysis, Stunning, Critical Hits, Flanking
    Resistance to Acid, Cold, Electricity 5 ; SR 12 (vs Evil only)

    [hr]OFFENSE[hr]Speed 30ft (6 squares)
    Melee
    Single Attack Mace,Heavy +3 (1d8+1)
    Full Attack
    Mace,Heavy +3 (1d8+1)
    Space 5ft.; Reach 5ft.

    [hr]STATISTICS[hr]Str 12, Dex 12, Con 12, Int 12, Wis 12, Chr 12
    Base Attack 1 CMB 2; CMD 13
    Feats Armour Profiency (Light, Medium, Heavy), Shield Profiency (Light, Heavy, Tower), Weapon Profiency (Simple, Martial), Weapon Focus
    Skills Climb +3, Intimidate +5, Perception +5, Ride +2, Swim +2


    Soldier of Light (2 HD)
    Spoiler
    Show
    Soldier of Light (2 HD)
    Elemental [Light]
    Init +1; Senses Darkvision 60ft ; Perception +6

    [hr]DEFENSE[hr]AC 15, Touch 11, flat footed 15 (+4 Natural Armor, +1 Deflection)
    HP 13 (2d10+2);
    Fort +4, Ref +1, Will +4
    Immunity to Poison, Sleep effects, Paralysis, Stunning, Critical Hits, Flanking
    Resistance to Acid, Cold, Electricity 5 ; SR 14 (vs Evil only)

    [hr]OFFENSE[hr]Speed 30ft (6 squares)
    Melee
    Single Attack Mace,Heavy +4 (1d8+1)
    Full Attack
    Mace,Heavy +4 (1d8+1)
    Space 5ft.; Reach 5ft.

    [hr]STATISTICS[hr]Str 13, Dex 13, Con 13, Int 13, Wis 13, Chr 13
    Base Attack 2 CMB 3; CMD 14
    Feats Armour Profiency (Light, Medium, Heavy), Shield Profiency (Light, Heavy, Tower), Weapon Profiency (Simple, Martial), Weapon Focus
    Skills Climb +3, Intimidate +6, Perception +6, Ride +3, Swim +2


    Soldier of Light (3 HD)
    Spoiler
    Show
    Soldier of Light (3 HD)
    Elemental [Light]
    Init +2; Senses Darkvision 60ft ; Perception +8

    [hr]DEFENSE[hr]AC 17, Touch 12, flat footed 17 (+5 Natural Armor, +2 Deflection)
    HP 22 (3d10+6);
    Fort +5, Ref +3, Will +5
    Immunity to Poison, Sleep effects, Paralysis, Stunning, Critical Hits, Flanking
    Resistance to Acid, Cold, Electricity 5 ; SR 16 (vs Evil only)

    [hr]OFFENSE[hr]Speed 30ft (6 squares)
    Melee
    Single Attack Mace,Heavy +6 (1d8+2)
    Full Attack
    Mace,Heavy +6 (1d8+2)
    Space 5ft.; Reach 5ft.

    [hr]STATISTICS[hr]Str 14, Dex 14, Con 14, Int 14, Wis 14, Chr 14
    Base Attack 3 CMB 5; CMD 17
    Feats Armour Profiency (Light, Medium, Heavy), Shield Profiency (Light, Heavy, Tower), Weapon Profiency (Simple, Martial), Weapon Focus, Power Attack
    Skills Climb +5, Intimidate +8, Perception +8, Ride +8, Swim +5


    Soldier of Light (4 HD)
    Spoiler
    Show
    Soldier of Light (4 HD)
    Elemental [Light]
    Init +2; Senses Darkvision 60ft ; Perception +9

    [hr]DEFENSE[hr]AC 18, Touch 12, flat footed 18 (+6 Natural Armor, +2 Deflection)
    HP 30 (4d10+8);
    Fort +6, Ref +3, Will +6
    Immunity to Poison, Sleep effects, Paralysis, Stunning, Critical Hits, Flanking
    Resistance to Acid, Cold, Electricity 5 ; SR 18 (vs Evil only)

    [hr]OFFENSE[hr]Speed 30ft (6 squares)
    Melee
    Single Attack Mace,Heavy +7 (1d8+2)
    Full Attack
    Mace,Heavy +7 (1d8+2)
    Space 5ft.; Reach 5ft.

    [hr]STATISTICS[hr]Str 15, Dex 15, Con 15, Int 15, Wis 15, Chr 15
    Base Attack 4 CMB 6; CMD 18
    Feats Armour Profiency (Light, Medium, Heavy), Shield Profiency (Light, Heavy, Tower), Weapon Profiency (Simple, Martial), Weapon Focus, Power Attack
    Skills Climb +6, Intimidate +9, Perception +9, Ride +9, Swim +5


    Soldier of Light (5 HD)
    Spoiler
    Show
    Soldier of Light (5 HD)
    Elemental [Light]
    Init +3; Senses Darkvision 60ft ; Perception +11

    [hr]DEFENSE[hr]AC 20, Touch 13, flat footed 20 (+7 Natural Armor, +3 Deflection)
    HP 40 (5d10+15);
    Fort +7, Ref +4, Will +7
    Immunity to Poison, Sleep effects, Paralysis, Stunning, Critical Hits, Flanking
    Resistance to Acid, Cold, Electricity 5 ; SR 20 (vs Evil only) ; DR 5/Magic

    [hr]OFFENSE[hr]Speed 30ft (6 squares)
    Melee
    Single Attack Mace,Heavy +9 (1d8+3)
    Full Attack
    Mace,Heavy +9 (1d8+3)
    Space 5ft.; Reach 5ft.

    [hr]STATISTICS[hr]Str 16, Dex 16, Con 16, Int 16, Wis 16, Chr 16
    Base Attack 5 CMB 8; CMD 21
    Feats Armour Profiency (Light, Medium, Heavy), Shield Profiency (Light, Heavy, Tower), Weapon Profiency (Simple, Martial), Weapon Focus, Power Attack
    Skills Climb +11, Intimidate +11, Perception +11, Ride +11, Swim +11





    [hr]DESIGNER'S NOTES[hr]
    Spoiler
    Show
    Meldshaping: The Light Bringer don't have a Soulmeld progression because he gain is soulmeld from class levels. However if by virtue of the Meldshaping ability is level is increase to level 10, 15 or 20 he gain the corresponding soulmeld : Shield of the Template, Armor of the Faithful, Avatar of Light.

    The Concept: My plan was to use the Twillight Caster however the class wasnt finish so I keep the name and change it to use only the Light Bringer a previous Base Class Contest around the concept of Light.

    Another Change : The idea of having Revelation/Mysteries add to my entry was nice, however it already have powerful Soulmeld and Maneuver, so that was over the top to add those.

    Spoiler
    Show
    [hr]
    REVELATION OF LIGHT
    [hr]

    A lot of the work here come from Descent of Shadows I just have rename some of the Mysteries but most of the work was made by Realms of Chaos.

    Every time you read about Shadow change it to Light and when reffered to the Plane of Shadow use Mount Celestia instead. This should do most of the work. Unlike Mysteries, you dont have to follow a Path to take them if its ont your list grab it if you like it.

    Revelation are Magic effect based around Light. Their power come from the Outer Plane : Mount Celestia, so anything that barred access to this plane block the Dawn Breaker from using theses abilities. All Revelation are Supernatural powers and you have acces to all your Revelation Known, however you can only use them a limited number of time per day. Apprentice Revelation can be use 1 time per day for every Dawn Breaker you have. Initiate Revelation can be use 1 time per day for every 2 Dawn Breaker level you have. Finally Master Revelation can be use 1 time per day for every 4 Dawn Breaker level you have.

    If you have a High Charisma, you gain bonus use per day of your Revelations. You add your Charisma Bonus to the amount of time per day you can use Apprentice Revelation. You add half your Charisma Bonus to the amount of time per day you can use Initiate Revelation. You add 1/4 of your Charisma Bonus to the amount of time per day you can use Master Revelation.


    Soldiers of Light: if there's some that think 100 Soldiers of Lights are too strong as they are stated, here'S another version using Warrior with the celestial template.

    Spoiler
    Show
    [hr]
    SOLDIERS OF LIGHT
    [hr]

    Soldier of Light (1 HD)
    Spoiler
    Show
    Soldier of Light (1 HD)
    Elemental [Light]
    Init 0; Senses Darkvision 60ft ; Perception +0

    [hr]DEFENSE[hr]AC 13, Touch 10, flat footed 12 (+2 Leather Armor, +1 Shield)
    hp 7 (1d10+2);
    Fort +3, Ref +0, Will -1
    Immunity to Poison, Sleep effects, Paralysis, Stunning, Critical Hits, Flanking
    Resistance to Acid, Cold, Electricity 5

    [hr]OFFENSE[hr]Speed 30ft (6 squares)
    Melee
    Single Attack Mace,Heavy +3 (1d8+1)
    Full Attack
    Mace,Heavy +3 (1d8+1)
    Space 5ft.; Reach 5ft.

    [hr]STATISTICS[hr]Str 13, Dex 11, Con 14, Int 10, Wis 8, Chr 9
    Base Attack 1 CMB 2; CMD 12
    Feats Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Martial Weap Prof, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus
    Skills Climb 5, Craft -1, Handle Animal -1, Intimidate 3, Perception 0, Profession -1, Ride 0, Swim 1


    Soldier of Light (2 HD)
    Spoiler
    Show
    Soldier of Light (2 HD)
    Elemental [Light]
    Init 0; Senses Darkvision 60ft ; Perception +0

    [hr]DEFENSE[hr]AC 13, Touch 10, flat footed 12 (+2 Leather Armor, +1 Shield)
    hp 15 (2d10+4);
    Fort +4, Ref +0, Will -1
    Immunity to Poison, Sleep effects, Paralysis, Stunning, Critical Hits, Flanking
    Resistance to Acid, Cold, Electricity 5

    [hr]OFFENSE[hr]Speed 30ft (6 squares)
    Melee
    Single Attack Mace,Heavy +4 (1d8+1)
    Full Attack
    Mace,Heavy +4 (1d8+1)
    Space 5ft.; Reach 5ft.

    [hr]STATISTICS[hr]Str 13, Dex 11, Con 14, Int 10, Wis 8, Chr 9
    Base Attack 2 CMB 3; CMD 13
    Feats Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Martial Weap Prof, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus
    Skills Climb 6, Craft -1, Handle Animal -1, Intimidate 4, Perception 0, Profession -1, Ride 0, Swim 5


    Soldier of Light (3 HD)
    Spoiler
    Show
    Soldier of Light (3 HD)
    Elemental [Light]
    Init 0; Senses Darkvision 60ft ; Perception +1

    [hr]DEFENSE[hr]AC 13, Touch 10, flat footed 12 (+2 Leather Armor, +1 Shield)
    hp 22 (3d10+6);
    Fort +4, Ref +1, Will +0
    Immunity to Poison, Sleep effects, Paralysis, Stunning, Critical Hits, Flanking
    Resistance to Acid, Cold, Electricity 5

    [hr]OFFENSE[hr]Speed 30ft (6 squares)
    Melee
    Single Attack Mace,Heavy +5 (1d8+1)
    Full Attack
    Mace,Heavy +5 (1d8+1)
    Space 5ft.; Reach 5ft.

    [hr]STATISTICS[hr]Str 13, Dex 11, Con 14, Int 10, Wis 8, Chr 9
    Base Attack 3 CMB 4; CMD 14
    Feats Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Martial Weap Prof, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus
    Skills Climb 7, Craft -1, Handle Animal -1, Intimidate 5, Perception 1, Profession -1, Ride 0, Swim 5


    Soldier of Light (4 HD)
    Spoiler
    Show
    Soldier of Light (4 HD)
    Elemental [Light]
    Init 0; Senses Darkvision 60ft ; Perception +1

    [hr]DEFENSE[hr]AC 13, Touch 10, flat footed 12 (+2 Leather Armor, +1 Shield)
    hp 30 (4d10+8);
    Fort +5, Ref +1, Will +0
    Immunity to Poison, Sleep effects, Paralysis, Stunning, Critical Hits, Flanking
    Resistance to Acid, Cold, Electricity 5 ; DR 5/Magic

    [hr]OFFENSE[hr]Speed 30ft (6 squares)
    Melee
    Single Attack Mace,Heavy +6 (1d8+1)
    Full Attack
    Mace,Heavy +6 (1d8+1)
    Space 5ft.; Reach 5ft.

    [hr]STATISTICS[hr]Str 13, Dex 11, Con 14, Int 10, Wis 8, Chr 9
    Base Attack 4 CMB 5; CMD 15
    Feats Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Martial Weap Prof, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus
    Skills Climb 8, Craft -1, Handle Animal -1, Intimidate 6, Perception 1, Profession -1, Ride 0, Swim 6


    Soldier of Light (5 HD)
    Spoiler
    Show
    Soldier of Light (5 HD)
    Elemental [Light]
    Init 0; Senses Darkvision 60ft ; Perception +2

    [hr]DEFENSE[hr]AC 13, Touch 10, flat footed 12 (+2 Leather Armor, +1 Shield)
    hp 37 (5d10+10);
    Fort +5, Ref +1, Will +0
    Immunity to Poison, Sleep effects, Paralysis, Stunning, Critical Hits, Flanking
    Resistance to Acid, Cold, Electricity 5 ; DR 5/Magic

    [hr]OFFENSE[hr]Speed 30ft (6 squares)
    Melee
    Single Attack Mace,Heavy +7 (1d8+1)
    Full Attack
    Mace,Heavy +7 (1d8+1)
    Space 5ft.; Reach 5ft.

    [hr]STATISTICS[hr]Str 13, Dex 11, Con 14, Int 10, Wis 8, Chr 9
    Base Attack 4 CMB 5; CMD 15
    Feats Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Martial Weap Prof, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus
    Skills Climb 9, Craft -1, Handle Animal -1, Intimidate 7, Perception 2, Profession -1, Ride 0, Swim 6



    [hr]
    Last edited by Xzoltar; 2011-08-27 at 08:46 AM.

  4. - Top - End - #4
    Troll in the Playground
     
    Amechra's Avatar

    Join Date
    Dec 2010
    Location
    Where I live.

    Default Re: GitP PrC Contest XXX: Into the Light

    DEVOURER OF LIGHT



    You are so blind, you can't see the way that the light is defined by my darkness.

    A shadow is light being blocked; this is a well known fact. What is less well known is that there are those who walk around, and their shadows are not mere holes in light; they are voids, consuming the light that they come in contact with.

    In fact, these shadows are so dark that their owners cast a second shadow, a shadow of light...

    BECOMING A DEVOURER OF LIGHT

    The Far Realms doesn't only have material forms for its inhabitants, you know...

    ENTRY REQUIREMENTS
    Skills: Hide 8 ranks
    Special: Must be able to use Darkness as a spell-like ability, Form Points.

    Class Skills

    The Class Name's class skills (and the key ability for each skill) are....

    Skills Points at Each Level: x + int

    Hit Dice: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Aura of Light Consumption|Consumed Light

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Aura of Devoured Light, Changed Essence|5'|4

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Devour Light (Remove Light)|10'|8

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Excrete Light (Shadowy)|15'|12

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Fade into Light (Hide in Plain Sight)|20'|16

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Devour Light (Sinister Darkness)|25'|20

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Excrete Light (Bright)|30'|24

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Fade into Light (Inflict Sensitivity)|35'|28

    8th|
    +6
    |
    +2
    |
    +2
    |
    +6
    |Devour Light (Wellspring of Sickened Light)|40'|32

    9th|
    +6
    |
    +3
    |
    +3
    |
    +6
    |Excrete Light (Daylight)|45'|36

    10th|
    +7
    |
    +3
    |
    +3
    |
    +7
    |Lurker in My Own Darkness|50'|40[/table]

    Weapon Proficiencies: I gain no more proficiencies, in weapons or otherwise.

    Aura of Light Consumption (Su): Life is rather difficult being me; due to changes in my connection to the Far Realms, I have lost much of my "standard" abilities. However, I do get this...

    I consume light produced around me, in a radius of the size indicated on the table above; mechanically, this is dealt with by reducing the illumination level by one step, from Bright, to Shadowy, to Darkness, to "Magical" Darkness (I treat this as a spell of a level equal to my class level.), to Darklight.

    Darklight, for those of you who are not aware, is absolute darkness; no normal light, natural or otherwise, may exist within an area of Darklight. If darkness is the absence of light, Darklight is its inverse. Nothing within the bounds of the multiverse may see through Darklight. Any form of magical light or natural light that tries to enter is automatically either destroyed or dispelled; this translates to a perfect defense against light-based spells, such as spells with the [Light] descriptor.

    This aura only appears while I am manifesting my true form, and supplies me with a number of Form Points equal to the amount in the Consumed Light column.

    Quite snazzy, isn't it?

    Changed Essence (Su): It is a sad thing, I must admit, becoming a Devourer. Firstly, my beautiful, beautiful True Form has been crippled; I no longer gain extra form points from a high Charisma or Constitution.

    However, there is a perk extracted from this; my Features are MADE of light (spiffy, I know), and what's more, its special light; for one thing, they can exist in an area of Darklight. As such, however, they do not illuminate anything except themselves, as I just devour the light as it leaves them.

    Besides that, there is the fact that I still advance my good old True Form (levels I take in this class stack with Ozodrin levels for the purpose of how many Form Points I get, the Features I can access, the augments I can access, and the Manifest Form ability), and oh, did I mention...

    I also have Blindsight out to the edge of my Aura of Light Consumption. Yay!

    Finally, my stomach doesn't grow as fast... half of my levels in this class are added to my Ozodrin level for the purpose of the Primary Stomach class feature.

    Devour Light (Su): I eat light, OK? This isn't too odd, alright?

    At 2nd level, my Darkness-as-a-SLA ability changes; the Darkness effect is replaced with a Supernatural ability called Remove Light, which has the same limitations on its use that the old ability had.

    All this does is completely extinguish all sources of light within 100' that are of up to one size smaller than I am; this excludes my Features, of course. If I do this, I'm treated as if I had just used Devour on a creature, and don't have to eat or drink for 24 hours; scrummy! This is a standard action to use, and has an Instantaneous duration.

    At 5th level, this improves; if some creature within the radius of the Remove Light ability is left in darkness (or even lower illumination), I can, at my option, use the Swallow Whole ability as a normal Ozodrin, as if that creature was grappled! I can only do this to a single creature at a time, though.

    Finally, at level 8, I get a snazzy little addition to this feature; all light sources near me, besides my Features, of course, are reduced by 1 size after I use Remove Light, and have the illumination that they produce lowered by a step, as if all the light that they produce was within my Aura of Light Consumption. This effect only lasts an hour, and doesn't stack with itself, but it does stack with my Aura of Light Consumption...

    Excrete Light (Su): I eat light, and well, the left-overs have to go somewhere.

    At 3rd level, I begin to sweat a minor amount of light. As long as I'm in my Manifest Form, I produce light with the intensity of a candle from my body and any features that I have; this light isn't affected by my Aura of Light Consumption (would you drink your urine? I didn't think so), but the intensity of the illumination is reduced by one for a round by Remove Light.

    At 6th level, this sweat gets a little more intense; I now produce bright light up to 5' away from my body and features, and then have an area of shadowy light for 5' beyond that.

    At 9th level, the light becomes truly intense; a 5' area around my body and features is treated as if it was in the radius of a nonmagical Daylight spell, with 5' of bright light beyond that, and 5' of shadowy illumination beyond that.

    Fade Into Light (Ex): I eat light, and so I can hollow out a space in it for myself.

    At 4th level, I gain the Hide in Plain Sight ability.

    At 7th level, I do that one better; I can increase the intensity of light around me by eating away just the right parts, causing it to collapse in on itself, thus causing every enemy creature within my Aura of Light Consumption to gain Light Sensitivity for as long as they are within my aura; if they already have Light Sensitivity, they are inflicted with the normal effects of Light Sensitivity while in shadowy illumination, and are Blinded in Bright light or Brighter. This Blindness lasts as long as they remain inside the Aura of Light Consumption.

    For the purpose of this ability, treat my Aura of Light Consumption as if it doesn't exist.

    Lurker in My Own Darkness (Su): Ah, yes, the last level of this class; I loved this part.

    First of all, my type changes to Aberration, with both the [Light] and [Dark] subtypes.

    Second of all, my Aura of Light Consumption now reduces Illumination by two steps. Go me!

    Finally, whenever I use Remove Light, on the round after that ability is used, I produce an effect equivalent to a Daylight spell that has the same radius as Remove Light.

    Note: As a creature with the Light and Dark subtype, I now am immune to all Prismatic spells and all spells and effects with either the [Light] descriptor or the [Shadow] descriptor.
    PLAYING A DEVOURER OF LIGHT

    I hide in the shadows, producing terror wherever I go. Of course, since I produced those shadows, they really do have something to fear. Thanks to Hide in Plain Sight, I can easily hide from their view; and while they are in my aura, they become blinded by their own damn lights.

    Combat: I run around, extinguishing light and laughing at those pathetic people that can't see. Then I devour someone when I put out the light, or beat them with my body parts, which suddenly blind them.

    I love my life.

    Advancement: I can go anywhere that a normal Ozodrin can go, though my "unique" ability to eat light might turn heads. Oh well, who cares?

    Resources: Besides sunlight? No one, really; everyone who can't eat light sees me as an enemy, and everyone else who can eat light is competition.

    DEVOURERS OF LIGHT IN THE WORLD

    The only goddamn warning we got was when our torches went out; then the guy we were taking into custody started glowing, and grinned a really toothy smile...

    A brief description of how your class is persevered in the world and how he interacts with the world.

    Daily Life: Some general information about the typical day in the life of your class.

    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).

    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction

    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    CLASS NAME IN THE GAME

    This is a good place to provide a quick note on how your class will effect game play statistically.

    Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.

    Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

    Sample Encounter

    Give an example of how one might encounter a member of this PrC.

    EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions
    Last edited by Amechra; 2011-08-27 at 05:59 PM.
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    Due to time constraints, I will be away from the forums until early in January. Take care until then.

  5. - Top - End - #5
    Ogre in the Playground
     
    unosarta's Avatar

    Join Date
    May 2008
    Location
    Minneapolis
    Gender
    Female

    Default Re: GitP PrC Contest XXX: Into the Light

    RAINBOW THAUMATURGIST

    Spoiler
    Show

    ”Perception is just the filtered image of the true world. Your eyes cannot handle the truth hidden in the light. Let me show you what is really there...”
    ~Corsic Latro, Rainbow Thaumaturgist

    Rainbow Thaumaturgists are spellcasters who use prismatic spells and effects, as well as visual effects and light based spells extensively. They practically worship color and light, like a god. In fact, many, if not all, worship the god of the Plane of Color, especially Crayolon Rainbow Thaumaturgists.

    BECOMING A RAINBOW THAUMATURGIST
    Becoming a Rainbow Thaumaturgist simply involves getting training with an existing Rainbow Thaumaturgist, and becoming initiated into the Seven-Fold Priesthood, which is the reigning organization for Rainbow Thaumaturgists. They despise creatures that destroy the light, as well as those that create darkness.

    ENTRY REQUIREMENTS
    Skills: Knowledge (Arcana) or Knowledge (Religion) 9 ranks, and Spot 4 ranks
    Feats:
    Spellcasting: Must be able to cast 3rd level or higher spells, and the Prismatic Baked Goods spell (or any spell of the prismatic line)
    Special: Must be intiated into the Seven-Fold Priesthood.

    Class Skills
    The Rainbow Thaumaturgist's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Diplomacy (Cha), Knowledge (All; taken individually) (Int), Hide (Dex), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
    Skills Points at Each Level: 4 + int

    Hit Dice: d6

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

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Reading the Rainbow +2, Chromatic Strength|+1 level of existing spellcasting class

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Perception Filter|

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Don the Rainbow|+1 level of existing spellcasting class

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Reading the Rainbow +4|+1 level of existing spellcasting class

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Eyes of Light|+1 level of existing spellcasting class

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Wield the Rainbow|+1 level of existing spellcasting class

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Reading the Rainbow +6|+1 level of existing spellcasting class

    8th|
    +6
    |
    +2
    |
    +2
    |
    +6
    |Master of Variegation|+1 level of existing spellcasting class

    9th|
    +6
    |
    +3
    |
    +3
    |
    +6
    |Taste the Rainbow|

    10th|
    +7
    |
    +3
    |
    +3
    |
    +7
    |Corona|+1 level of existing spellcasting class
    [/table]

    Weapon Proficiencies: The Rainbow Thaumaturgist gains no proficiency with any weapons or armor.

    Reading the Rainbow (Su): The Rainbow Thaumaturgist is especially able to read light and his surroundings, through the supernatural learning’s of his order, allowing him to see the reflection, angle, precise pitch of the light waves. Every color becomes a symphony of beauty, every line a crisp slice. Very existence becomes one of the most beautiful things that can be seen, for the Rainbow Thaumaturgist. Unfortunately, this also means that they can catch even the tiniest imperfections of color and light. The Rainbow Thaumaturgist gains a +2 Insight bonus to all Spot checks, and all Spellcraft checks involving spells of the Prismatic line, or spells with the [Light] descriptor. This bonus increases to +4 at fourth level, and +6 at seventh level.

    Chromatic Strength: The Rainbow Thaumaturgist is trained to be specialized in spells that deal with colors or light. This includes illusion spells, which are a natural staple of the arcane Rainbow Thaumaturgist. The Rainbow Thaumaturgist gains a +1 caster level while casting spells of the Prismatic line, spells with the [Light] descriptor, and spells of the Illusion school.

    Perception Filter (Su): The Rainbow Thaumaturgist is so capable with light and color that they can create a field of reflected, intensified, or bent light waves, distorting appearances and creating new images, even if said images don’t show an object that is really there. Starting at second level, the Rainbow Thaumaturgist may sacrifice a spell slot and cast any Illusion spell of one (or more) spell level/s lower than the spell slot. The casting time is that of the Illusion spells normal casting time.

    Don the Rainbow (Su): The Rainbow Thaumaturgist may weave light into a hauberk of armor, using color magic to damage and disorient enemies who attack the Rainbow Thaumaturgist. Starting at third level, once per day, the Rainbow Thaumaturgist may, as a standard action, weave armor out of the inherent colors and light that surrounds them. They gain a Deflection bonus to Armor Class equal to the Ability score modifier they use for casting, and whenever an attack successfully deals damage to the Rainbow Thaumaturgist, the armor brightly flashes one color, and deals one effect, randomly rolled on a d8.
    {table=head]Result|Color|Effect
    1
    |Red|1d6 Fire damage
    2
    |Orange|1d4 Acid damage
    3
    |Yellow|1d4 Electricity damage
    4
    |Green|1d4 Sonic damage
    5
    |Blue|1d6 Cold damage
    6
    |Indigo|Attacker is pushed back 5 feet
    7
    |Violet|Rainbow Thaumaturgist heals 1d6 HP
    8
    |Roll Twice|Ignore any 8 results[/table]
    The armor lasts until the end of the encounter, and then fades away, or for 1 minute if the Rainbow Thaumaturgist is out of combat. Any of the damaging effects affect the attacker, and the attacker must be within 30 feet to be affected by the armor.

    Eyes of Light (Su): The Rainbow Thaumaturgist can see bends in light and other falsities in the light, as well as being able to siphon the light from his surroundings into his eyes to be able to see where there is no natural light. Starting at fifth level, the Rainbow Thaumaturgist gains the effects of the See Invisibility spell, permanently, with a caster level equal to the Rainbow Thaumaturgist’s caster level. They may turn off the effect at any time, as a free action, and turn it back on as another free action. In addition, the Rainbow Thaumaturgist gains Darkvision out to 60 feet. The See Invisibility effect becomes permanent True Seeing at tenth level, able to be turned off or on as a free action.

    Wield the Rainbow (Su): The Rainbow Thaumaturgist can create a weapon of light, using the power of colors to damage and disable enemies. Starting at sixth level, the Rainbow Thaumaturgist may summon a prismatic weapon as a swift action. The weapon functions as a longsword, but only the Rainbow Thaumaturgist may wield it, and the Rainbow Thaumaturgist automatically gains proficiency with the prismatic weapon. The Rainbow Thaumaturgist may also summon the prismatic weapon as a pair of shortswords. For all effects and purposes, they function the same (except for where the individual weapons differ). If it ever leaves the Rainbow Thaumaturgist’s hands, the weapon disappears, as the effort to keep the light in that form becomes too much for the Rainbow Thaumaturgist. The Rainbow Thaumaturgist resolves any melee attacks made with the prismatic weapon as touch attacks. The weapon flashes a bright color whenever it strikes an opponent dealing an additional, random, effect, rolled on a d8.
    {table=head]Result|Color|Effect
    1
    |Red|+1 Fire damage/CL
    2
    |Orange|+1 Acid damage/CL
    3
    |Yellow|+1 Electricity damage/CL
    4
    |Green|+2 Constitution damage
    5
    |Blue|+1 Cold damage/CL
    6
    |Indigo|+1 Sonic damage/CL
    7
    |Violet|Rainbow Thaumaturgist heals 1 HP/2 CL
    8
    |Roll Twice|Ignore any 8 results[/table]
    The prismatic weapon lasts for up to 2 rounds.

    Master of Variegation (Su): The Rainbow Thaumaturgist can control the inherent magic in color to such a finite degree so as to be able to choose the exact pigmentation of a spell upon casting it, and also to be able to change the pigmentation of other spells that are being cast. Starting at eighth level, the Rainbow Thaumaturgist may choose the exact result of any spell of the Prismatic line they cast. They may not choose the eight result. In addition, they may choose the exact result of any spell of the Prismatic line an opponent casts, as an immediate action. In addition, she may choose the pigmentation of her own spells, changing the coloring of any effects she creates via spell, as well as being able to negate any visual effects they create. The Rainbow Thaumaturgist may suppress any visual manifestation of a spell she casts, without increasing the spell level, or the casting time.

    Taste the Rainbow (Su): The Rainbow Thaumaturgist can consume light in order to heal himself. Starting at ninth level, as a standard action once per day, the Rainbow Thaumaturgist may, while in sunlight or illuminated settings, heal himself for 7d6 damage plus a number equal to his caster level. If he does, the area around him becomes devoid of any light, as if it had the Deeper Darkness spell cast upon it, with a caster level equal to the Rainbow Thaumaturgist’s caster level. In fact, the lack of light is completely natural, and not subject to any dispelling effects. The effect fades, if there is access to light nearby, after 3 rounds.

    Corona (Su): The Rainbow Thaumaturgist becomes literally made of light. Starting at tenth level, the Rainbow Thaumaturgist naturally radiates light to 30 feet of himself. This light counts as natural sunlight for the purposes of spells and effects, and cannot be dispelled by magical effects. It counts as a spell with the [Light] descriptor of the highest level spell that the Rainbow Thaumaturgist can cast, for the purposes of interacting with spells with the [Darkness] descriptor. The Rainbow Thaumaturgist may suppress this effect at any time as a free action, and reactivate it again as a free action. In addition, the Rainbow Thaumaturgist adds all spells of the [Light] descriptor and all Illusion spells to his spell list. While in the presence of natural sunlight that is not from this ability, the Rainbow Thaumaturgist gains fast healing equal to the Ability score modifier of the Ability score that they use for casting.

    PLAYING A RAINBOW THAUMATURGIST
    Rainbow Thaumaturgists play sort of like Illusionists, usually. It really depends on the character, in truth. They are completely dedicated to the concept of light, but not like that of holy light, or healing light, but rather of illumination, and the actual concept of light.
    Combat: Rainbow Thaumaturgists focus mainly on Prismatic spells and effects, in addition to [Light] spells and Illusions. Combat, as such, is as much about manipulation as it is about direct damage or direct effects.
    Advancement: After the Rainbow Thaumaturgist, there are quite a few options to go into, and those options also depend largely on the background of the Rainbow Thaumaturgist. Arcane Thaumaturgists often go into a variety of arcane classes, especially those dedicated to Illusion. Divine Rainbow Thaumaturgists might go into any divine class that follows other aspects of their background.
    Resources: The Rainbow Thaumaturgists do not really have a lot of resources. They are a very specialized group of casters, even the Seven-Fold Priesthood isn’t that rich. The memberhood is small enough that it is hard to rely on manpower as a resources as well. They tend to be very solitary people in general.

    RAINBOW THAUMATURGISTS IN THE WORLD
    ”It… it was so beautiful…
    The corona, the way the light bent around her… it was like a rainbow of stars…
    I wanted to touch the light, to feel the incandescent sparkling of the spectrum…
    But I was burned…”

    ~Kotras Chisho, beggar

    Many Rainbow Thaumaturgists have survived with parlor tricks and plays of the light, not using the full extent of their powers because there was no need, and none who need their powers. Many Rainbow Thaumaturgists spend long periods of their life living on the street, begging and doing small magic for money. Some become court magicians, court jesters, or entertainers. They are considered second rate magicians, mostly because they have no need and no reason to show their powers.
    Daily Life: All Rainbow Thaumaturgists must spend some of their day in order to pray or meditate for spells.
    Notables: Corsic Latro, a very powerful Rainbow Thaumaturgist, was one of the first few members of the Seven-Fold Priesthood. He was known for his ability with prismatic spells and illusions especially.
    Organizations: The Seven-Fold Priesthood is the main organization dedicated to the Rainbow Thaumaturgists. Of course, they are also dedicated to the Initiates of the Seven-Fold Veil, although slightly less so, since the Seven-Fold Priesthood is more dedicated to the concept of light rather than just prismatic spells.

    NPC Reaction
    Most NPCs view the Rainbow Thaumaturgists as mere street magicians, mostly because the Rainbow Thaumaturgist’s powers are not altogether that powerful in battle, or “powerful” at all. Of course, this could easily be disproven by the Rainbow Thaumaturgists, but they rather like the persona they keep.

    RAINBOW THAUMATURGISTS IN THE GAME
    The Rainbow Thaumaturgists are like many casters, although certainly less powerful than most, although that also depends on how Illusions are used in the campaign, but even then, since the Illusion effects are secondary to the class, they are not an incredibly focused on feature of the class. Prismatic effects, because of their random effects (although that is fixed by the Master of Variegation class feature), are sometimes useful, and sometimes not useful at all, depending on the roll of the dice.
    Adaptation: The Rainbow Thaumaturgists do not have a very campaign setting specific flavor, but their flavor could indeed be instead that of showy and flashy magicians who use their powers to awe and inspire audiences, rather than the sort of secretive group that the class is currently flavored as.
    Encounters: Most encounters with Rainbow Thaumaturgists will be relatively peaceful, the Rainbow Thaumaturgists rather unwilling to use their full powers unless provoked quite a bit.

    The Tale of Corsic the Magician
    Spoiler
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    Poor Corsic, the courtiers thought to themselves. He always was a little stupid, deep down.

    The king had found him, or rather the king’s guards had found him, living on the streets. He was a starved, gaunt figure, begging for money, showing off some parlor tricks for money. He had been promising, or at least that was what they had heard, in his days on the magician’s chief university, but he had left before completing his degree in magical studies. He had been called away.

    No one had seen him for many, many years. They thought him dead, cast out, mortally
    wounded, or kidnapped.

    But he had reappeared, one day. He had shown up in the capitol, unannounced and unknown by anyone. He had changed clothes, changed faces, changed everything. All he had kept was his name, so worn and ragged, and a tired old staff, given to him by his master, in the long ago days of his education. It was ancient oak, passed down hand to hand, master to apprentice. Corsic had treasured it, more than anything.

    But he had been found. He had been taken to the king, and been forced to perform for him. Even in the light of the danger (the king was hardly forgiving of boring entertainment), he performed wonderfully. Magically, almost.

    Still, the courtiers felt pity for him. He was forced to perform new tricks every day, and they had become more and more dangerous, as Corsic was desperately trying to outperform his death sentence.

    Still, they marveled in wonder as he stood before the king’s brother, the duke. The duke was hardly the kindest man, always drunk, drunk of shame that he was not king, drunk with shame that he could not lead like his older brother. He was quite prone to terrible, violent outbursts, his anger overtaking his sense of reason, which was not much in the first place.

    It was one of those outbursts, and Corsic was at the center, that poor, befuddled man.

    “You, imbecile!” The duke shouted at the tiny form of the man, dressed gaudily in clothes that were slightly too large for him, no doubt left over from the previous jester. The duke had a wet stain on the front of his court clothes, and clearly was taking it out on the small magician (although the sharper sighted courtiers would have noticed how it was in fact a servant who had spilled it, but rather the magician who had laughed. However, the courtiers are trained to ignore things of that sort).

    The man was slumped over, bowing from every corner and angle in his body, trying not to anger the duke any more than was possible. He wasn’t doing to well.

    “Answer me!” The duke slurred, his voice starting to lose it’s clarity to the drink. The little man cowered, and scraped forward across the floor, for truly that was the only way to describe his actions.

    “I am so very, very sorry, your grace. How may one so lowly as I serve you, your grace?” The short man asked, his voice sycophantic to the extreme, grating on the duke’s nerves like a raw skin being dragged over cement.

    “Shut up, you little ****!” The duke shouted, kicking the man in the ribs. The man grabbed his chest, while the king laughed uproariously, surrounded by his concubines.

    The duke continued kicking. The courtiers looked away uneasily, used to the dukes enraged outbursts, but not to violence of this kind in the court. The king remained laughing.

    The man continued to whimper, not understanding where the dukes inflamed rage came from. The duke, still furious, stood for several moments, starting at the little man with a fiery intensity in his eyes, his smile pulled back in a feral grin that would only spell death in the animal kingdom. Of course, this court was far too civilized for that kind of thing.

    The duke’s eyes swept over the man, and came up on his staff, the little twisted oaken staff that the magician toted with him everywhere. The duke strode over to it, his hard soled boots clacking on the marble court floors, his furs swishing around his shoulders, as the light in his eyes grew even more malicious, if that were possible, and his grin grew into a smirk of devilish glee. He bent down to pick up the staff.

    The tiny man sat laying on the floor, clutching his chest.

    “Let’s see how you can cast your impudent little ****ing spells with your staff gone, you piece of ****.” The duke said, his voice low and whispering.

    The man wearing the long, flowing robes next to the magnificent throne that the king occupied started unconsciously, throwing his hand towards the duke’s form. It was, however, unfortunately too late.

    The duke began to strain, trying to break the oaken staff, so worn of age. It looked like it would hold, but the duke’s strength managed to snap it clean in two. The sound rang out through the court, rather not unlike the sound of a gun shot.

    The duke turned to the little man, grinning, and began to throw the staff at the place where the little man had been. In the man’s place, stood something altogether quite different.

    A tall, unbroken man stood there, in the little man’s place. His robes were long and flowing, embroidered with crystals, metals, and reflective plates. They created such an effect as to make a rainbow when the sunlight that came from the great windows in the court it. Despite the brightness of his form, his eyes were shadowed. They peered from the depths of the hood of his robe, columns of light shining in a cone from each. Still, the hate radiated from those eyes.

    The courtiers, the magician standing next to the king, even the guards could not react. They stood frozen in place, from the sudden change in the man.

    The duke gave him a curious look, his face still twisted from the grotesque grin on his face.

    “Who exactly are you?” The duke asked pointedly, drawing his sword.

    The man looked at the sword as if it were made of nothing, and flicked a hand. The sword appeared to turn into a snake, which clung to the duke’s hand. The duke screamed, and tried to remove it from his hand.

    The magician took long, slow steps toward the duke, but continued walking past him, while the duke tried to remove the snake. As he picked up the little staff, so sadly broken, the snake vanished, and in its place was the duke’s sword, completely unchanged.

    The duke stared at the sword for one, long moment, and then looked back to the tall man, easily a foot taller than himself, still mourning the staff. He glanced back at his sword for less than a moment, and then charged the robed man, screaming at the top of his lungs. Without even looking, the robed man move his arm behind him, and pointed two fingers at the duke. A rainbow nimbus of light flew from them, and impacted upon the duke’s chest. He looked down just long enough to see a fire burn straight through his chest, and then looked back up at the magician holding the little staff, before falling to the ground, his form limp and unresponsive.

    The courtiers, terrified, tried to flee the court. The magician did nothing to stop them.

    As he turned to leave, the magician who had been standing next to the king appeared in front of him, some twenty feet away.

    “Corsic, you must go with me, to the cells. You must submit yourself to the king’s justice. You cannot simply kill the duke without any response, you know. He wasn’t too popular, but there are laws for a reason. Come.” The wizard reached out his hand to the magician, and drew back suddenly. He saw the look on the magician’s face, and the strange little bomb that appeared in the magician’s hands. Of course, the wizard didn’t know what a bomb is, but he recognized that sort of magical interface.

    The magician raised it up above his head, and threw it on the ground. A great blanket of green fog surrounded the magician. The wizard started forward, and then realized what kind of gas this really was. He raised a hand over his mouth, for all the effect that would have, and quickly activated a spell, flying high up into the air.

    The magician below pointed a finger at the king, and murmured four words. The king appeared to keel over, dead. The wizard teleported to the king, checking for wounds. As he touched the king, he realized that the magician had cast an illusion on the king, but as the wizard turned back to the forward part of the court, a great rainbow wall of magic appeared in front of the court, completely blocking off access. The wizard might not know those earlier spells, but he knew that one. He sighed, realizing how pointless this endeavor was, and quickly called the guards to protect the king before calling the ones in care of the gate to let the magician they had known as Corsic through. He was gone before the guards could even open the gate part way.

    It would be many years before the courtiers stopped talking about how the duke had died, and Corsic had been used as a figurehead for the revolution that eventually killed the king and replaced him with a bloody sort of anarchy, even though Corsic had long since moved out of the country, on to other things. Such is the way of life.
    Last edited by unosarta; 2012-03-13 at 07:42 PM.
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    NOTHING is simple. NO EXCEPTIONS. No, not even that.

  6. - Top - End - #6
    Barbarian in the Playground
     
    RogueGuy

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    Default Re: GitP PrC Contest XXX: Into the Light

    The Energist



    "Everything around us is composed of energy, in different states of degradation or transformation. From the tiniest bit of matter to the whole world, we all resonate as a single pure wavelength of energy. And thriving to reach that level of purity is but the noblest and most natural goal for those of sentience." - Maehs Hadera, Energist

    Energists are people dedicated to not only understanding, but joining in the raw nature of the fundaments of the world. They come from various paths of life and work together to attain this goal, or adventure the world for knowledge of the uncanny. But, first and utmost, the Energist will always be an academic, a physicist, and a philosopher.

    BECOMING AN ENERGIST

    Energists have their own academies where they must subscribe to be qualified as such. There, they develop their abilities. Entry requirements, however, are quite strict.

    ENTRY REQUIREMENTS
    Worship: Energists may worship only concepts, not deities.
    Alignment: Lawful or Chaotic (can't be neutral on the ethical axis)*
    Stats: if Lawful, must have a Charisma of 6 or more**
    Skills: 8 ranks in Knowledge (Arcana) OR Knowledge (Architecture and Engineering), 2 ranks in any other 3 Knowledges
    Spells: ability to cast 4th level transmutation spells

    Spoiler
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    *In time, Energists grow similar to the light that they study, scattered, barely remaining as actual individuals. They either embrace this and become Chaotic, or fight it off with their Lawful nature. A Neutral Energist would go insane.
    **As per the requirement of becoming a ghost

    Class Skills

    The Class Name's class skills (and the key ability for each skill) are....Appraise (Int), Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Knowledge (All)(Int), Spellcraft (Int)

    Skills Points at Each Level: 4 + int mod

    Hit Dice: d6

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

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Understanding of Energy, Burst|+1 of existing spellcaster class

    2nd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Radiant Renewal+2|+1 of existing spellcaster class

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Glimmering|+1 of existing spellcaster class

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Radiant Renewal+4|+1 of existing spellcaster class

    5th|
    +2
    |
    +2
    |
    +2
    |
    +4
    |Quantum Photon Scatter, Wavelength Equilibrium|+1 of existing spellcaster class

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Radiant Renewal+6|+1 of existing spellcaster class

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Freedom of Matter|+1 of existing spellcaster class

    8th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Radiant Renewal+8, Graduate|+1 of existing spellcaster class

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Enchaining to Matter|+1 of existing spellcaster class

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Radiant Renewal+10, Radiant Form|+1 of existing spellcaster class[/table]

    Weapon Proficiencies: An Energist gains no additional armor or weapon proficiencies.

    Understanding of Energy: An Energist, having studied thermodynamics, has a greater insight in the nature of matter and energy. When casting Transmutation spells, he gains a bonus to his caster level equal with his Int modifier + Class Level/2, rounded down. Likewise, when casting Evocation and Illusion [shadow] spells, he gains a penalty to his caster level equal with his Int modifier + Class Level/2, rounded down.

    Burst (Sp): The Energist bursts with power as a swift action, dealing xdy untyped damage to everything in a 10 feet*Class Level radius sphere centered on him (except for himself). x is his class level, y depends on his size: 0 for Fine, 2 for Diminutive, 4 for Tiny, 6 for Small, 8 for Normal, 10 for Large, 12 for Huge, 14 for Gargantuan, 16 for Colossal. Also, for every size above Mediumof the Energist , targets affected by this spell are blinded for 1 round. This spell offers a Reflex Save to avoid being blinded, but not for avoiding the damage. After using this ability, the Energist is fatigued for 10 - Class Level rounds. This ability can't be used while fatigued. If the Energist cannot become fatigued due to natural traits, he will take damage from this ability when using it.

    Radiant Renewal (Su): The Energist absorbs energy in his vicinity, healing himself. He gains Fast Healing 2, which increases by 2 at every even level (4 at 4, 6 at 6 etc). This ability only works if the Energist is conscious and either in a nonmagical bright light environment, or in a place where the temperature is 90 degrees or higher (Fahrenheit).

    Glimmering (Su): An Energist of 3rd level or higher can control the amount of light around him with his will. Turning this ability on and off is a standard action, while changing its effect is a swift action. This ability can be used to either produce or absorb light. While absorbing light, a sphere with a 5 feet*Class Level radius centered on the Energist becomes total darkness, and the space 10 feet around it is treated as shadowy illumination. While this is active, the Energist gains Fast Healing 2 (that stacks with Radiant Renewal, but Radiant Renewal works only if the temperature is high enough in this case). The darkness is NOT magical. While producing light, the Energist generates bright light in a sphere with a 10 feet*Class Level radius centered on him, and shadowy illumination for twice as much. This light is not considered magical, but it still does not allow Fast Healing from Radiant Renewal. Additionally, the Energist will take 2 damage per minute.

    Quantum Photon Scatter (Sp): The Energist displaces the particles of a subject and relocates them someplace else. The target can be any creature within line of sight that is in a brightly illuminated area, and the destination may be any place with a solid floor within line of sight that is in a brightly illuminated area. The target takes 1 point of untyped damage for every 10 feet traveled. If the target is unwilling, he is allowed to make a Will Save against a DC of 10+Class Level+Int Mod to completely negate the effect. If an opponent saves against this ability, it may not be used on him for 1 minute. This is NOT treated as teleportation, although it works the same way, and therefore restrictions to astral travel do not affect it. The Energist may not target himself, or any other character with levels in the Energist class.

    Wavelength Equilibrium (Sp): An Energist of level 5 can tune in to the energy of his foes or allies. This ability draws power from surrounding light. It is a full-round action in complete darkness, a standard action in poor illumination, and a swift action in bright light. If this is used on an ally, that ally gains the ability to spontaneously cast all transmutation spells that the Energist knows or prepared until the end of the encounter, with a caster level equal to the Energist's caster level (do not apply the bonus from Understanding of Energy), and with 2 spell slots per spell level. If used on an enemy, the Energist may ignore SR of that enemy equal to 10+Class Level, until the end of the encounter. This ability allows a Will Save against a DC of 10+Class Level+Int mod, and ignores SR. This ability may be used at will, but only once per day per given target (either ally or foe).

    Freedom of Matter (Sp): An Energist of level 7 learns to free matter back into the fundamental energy that it is made from. He can cast Disintegrate as a spell-like ability a number of times per day equal to his Int mod or his number of level 6 spell slots, whichever is higher. Instead of leaving a fine dust when killing the target, Disintegrate does not leave anything behind. You cannot use this ability if you cannot cast Disintegrate normally (if it is not in your spells known list, or spellbook, or deity's domain, etc). If, by casting Disintegrate as a spell-like ability, you reach the damage cap, your foe can make a Reflex save against it. If he succeeds the save, he is affected by Disintegrate normally. If he fails, he takes damage from Disintegrate as if it was uncapped.

    Graduate (Ex): A level 8 Energist is treated as a rightful graduate of his academy. He gains a +2 untyped bonus to Intelligence, +1 to all his Knowledge checks, and another bonus depending on his method of casting. If he is a spontaneous caster, he gains a bonus spell known per spell level, which must be used for a transmutation spell. If he is a prepared caster, he can prepare transmutation spells as being 1 level lower or higher than they actually are, with no penalty. The spell slots expended and the DC of the spells change accordingly.

    Enchaining of Matter (Sp): An Energist of level 9 learns to convert energy to matter as well. He can cash Flesh to Stone on elementals and incorporeals, ignoring that they have no flesh. For this purpose, Flesh to Stone offers a Will Save (16+Int mod) instead of a Fort Save. Additionally, all spells cast by the Energist against an incorporeal target will ignore the 50% chance of failure provided by incorporeality.

    Radiant Form (Su): The ultimate achievement an Energist can dream of, becoming pure energy himself. Closing and activating this ability are free actions. Class level x 2 rounds per day, an Energist can become an amorphous bundle of energy (do not treat him as Incorporeal, however). He loses his constitution (but not his Strength), his hit dice are maximized and he gains +10 hp above that, and his weight is treated as 10 times smaller in this form. Spells of the fire and electric descriptors heal him instead of dealing damage. He can, at will and as a Free Action, change his size to 1 higher or 1 lower than normal. He is treated as being under the constant effect of a Blink spell, and gains DR equal to 10/lawful and force. Also, he need not breathe, and gains a fly speed of 100 feet (perfect). He CANNOT, however, pass through solid matter.

    PLAYING AN ENERGIST

    Generally you play an Energist to the strengths of the Transmutation school, as a minor buffer combined with a rather major damage dealer/save or die. The abilities of this class in itself encourage the latter.

    Combat: The easiest way for an Energist to get the higher ground in a battle is by relying on his destructive abilities from afar. He can also cast Mass Fox's Cunning, remembering to keep himself within the area of effect, for a nice +2 boost to his Int mod. This will allow him to use Disintegrate, his now spam attack, two times more and with a not too horrible 4d6 bonus to damage. Or he could Quantum Photon Scatter an opposing spellcaster/archer in the middle of your adventuring party, letting your allies slaughter him in melee. Or he could just Radiant form for a massive speed boost, get to the opponents, increase your size at will, Burst their behinds, and if by chance any of them is left alive, just Quantum Photon Scatter your Warblade there for some owning. The Energist has his fair share of versatility.

    Advancement: There are several ways to enter the Energist class, but the only ones who actually let you do it sufficiently early and without too much waste of resources are archivist, wizard, sorcerer and druid. Cleric is also an option, but only if you believe in a concept rather than a deity (preferably Destruction) because not having a patron deity is mandatory for Energists. Either way, unless you have levels in a class that has all knowledges as class skills, you will be wasting a lot of skill points to meet the requirement. Also useful for this class would be to have access to metamagic feats, which is another plus for wizards who would take it.

    Resources: None really. Just light&heat&his own spellcasting prowess. Energists are modest in this respect.

    ENERGISTS IN THE WORLD

    "I could hardly think that no more than a month ago I was a believer in the Sun God. The Energists opened my eyes with their flawless, tested methods and theories. There is certainly a place, a mission, a calling for them in this world. They are the awakeners."

    Energists are treated highly and with respect by those knowledgeable of their studies. The help and research they offer in both theoretical and practical science helps move society forward, making everyone's lives easier. As such, the support on Energists is a notable foundation of society, which often rewards them for their discoveries and concepts with land, wealth and noble titles. Various churches, however, discriminate on Energists for their blatantly Atheistic concepts.

    Daily Life: The usual Energist lives a quiet life of study, self-discovery, and education. He must have a consistent knowledge of the discoveries made by Energists that lived before him, and must also expand on this knowledge himself, He must teach others to embrace this path, and spread the wonders of the scientific method and reason. Self-discovery is similar to that of a psionic, Energists reaching into their inner selves for a deeper understanding, so as to not let their own abilities harm their personality. Not many Energists are adventurers, but those that are are devoted to whatever goals they pursue, be it research, discovery, the founding of more Energist academies or aiding the people he meets.

    Notables: Many energists have left a deep mark on the world. Take, for instance, Sidur and his team of 12 disciples, who alone worked to improve the dwarven metropolis of Hammerwell, fitting it with their cutting edge electrical illumination systems, radiators, and heat sinks. Others, however, abuse their power and influence, like Reya, who after leading a rebellion to overthrow the Tyrant ruling Hughstad and his religion of evil, crowned herself as Queen and imposed a strict rule against any kind of religious worship, transgressors being sentenced to years of prison. Worse yet, there are those who consider themselves utterly superior to mere mortals thanks to their studies, like the elf Quandrigard, who turned into a being of energy permanently centuries ago, has never been caught, and travels the world murdering outsiders, prophets of deities, and the Inevitables sent after him.

    Organizations: Energists mostly spend their life in large academies, for which they usually do not have to pay taxes. Said academies are usually located in important urban areas, and usually do not address to many other subjects of study, though there have been academies for wizards, Energists, artificers and engineers alike. Theoretically, the Energist code dictates that they are all brothers with a common goal, so you can say that there is an universal organization of Energists across the globe.

    NPC Reaction

    NPCs are helpful and respectful towards Energists for their fame and acts. Usually receiving a request of help from one is viewed as an honour. They are not without rivals though, the most prominent of those being Lawful Evil characters willing to ascend quickly on the political ladder but being stalled due to Energist unwanted influence, and religious fanatics, who at times can even prove hostile (and deadly) to an Energist.

    ENERGISTS IN THE GAME

    Adaptation: You can adapt Energists as being variant alchemists with a different method of doing things, or even offer it as an alternative to the Transmutation specialist wizard. Other than that, the Energist concept is wide enough to not restrict possible settings due to inherent class archetypes (exception being, naturally, the non-religious nature of the class).

    Encounters: PC's can encounter Energists travelling to famous academies, sites of power and laboratories. They can also encounter then alongside engineers, or in libraries. Though there is an equal number of good and evil Energists, it is very unlikely that PC's would actually have to enter combat with them either way.

    Sample Encounter


    EL 11: A group of PC's are pillaging an old abandoned library. They find an Energist there, who, seeking preservations of the books within, assaults them.

    Rarfesh Idiaster

    Lawful Neutral Male Human, Wizard 8 (specialized in Transmutation, Illusion and Evocation banned), Energist 3
    Init +0, Senses: Listen +0, Spot +0,
    Languages: Common, Elven, Draconic, Gnome
    ------------------------------------------------
    AC 16, 12 touch ,14 flat-footed
    hp 8d4+3d6 (30.5)
    Fort +3, Ref +3, Will +9
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee
    Base Atk +5, Grp +5
    Atk Options
    Combat Gear
    Spells Prepared Acid Splash, Detect Magic, Read Magic, Touch of Fatigue, True Strike, Shield, Enlarge Person, Magic Weapon, Erase, Resist Energy [fire], Glitterdust, Web, See Invisibility, Fox's Cunning, Cat's Grace, Dispel Magic, Stinking Cloud, Blink, Gaseous Form, Stoneskin, Solid Fog, Mass Reduce Person, Mnemonic Enhancer, Baleful Polymorph, Telekinesis, Overland Flight, Disintegrate, Flesh to Stone
    Supernatural Abilities Radiant Renewal, Glimmering
    -----------------------------------------------
    Abilities 8 Str , 14 Dex , 10 Con , 18 Int , 10 Wis , 12 Cha
    SQ
    Feats Scribe Scroll, Armor Proficiency (Light), Spell Focus (Transmutation), Spell Mastery (Disintegrate, Flesh to Stone, Anti-magic Field, True Strike), Eschew Materials, Still Spell, Craft Magic Arms and Armor, Quicken Spell
    Skills Knowledge (Arcana) 10 ranks, Knowledge (The Planes) 4 ranks, Knowledge (Religion) 4 ranks, Knowledge (Nature) 4 ranks, Spellcraft 14 ranks, Concentration 14 ranks, Decipher Script 8 ranks, Appraise 12 ranks, Gather Information 8 ranks, Heal 14 ranks, Listen 5 ranks
    Possessions Spellbook, Chain shirt, Dagger

  7. - Top - End - #7
    Titan in the Playground
     
    Morph Bark's Avatar

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    Oct 2008
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    Freljord

    Default Re: GitP PrC Contest XXX: Into the Light

    RAYSAILOR OF SOL INVICTUS
    Alternatively: lightforger of Speculum Luna, shipsmaiden of the Stars, madlighter of the Great Beyond

    Spoiler
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    Aim for the sky! And when you are there, aim further! To the Moon! To the Sun! To the Stars and the Great Beyond!
    ~ Ciddarttha Naút

    The sun, the moon, the stars. Unconquored are they, no ship has sailed that far up into the Great Beyond, be they of sea or air. But the Raysailors of Sol Invictus go for it, guiding sailing ships into the skies and far beyond men's wildest dreams they travel.

    BECOMING A RAYSAILOR OF SOL INVICTUS
    Large cities may find a rayship (term for a ship used by a Raysailor of Sol Invictus) visiting every decade or so and the leading Raysailor of Sol Invictus often enters the city in search for inquisitive young minds light of heart and soul, apprentice-ready material for him to take along on his adventures. A few however, find the power of light on their own, either through happenstance and inborn power or an enlightening moment.

    ENTRY REQUIREMENTS
    Deity: Must worship a god with the Sun domain.
    Skills: Craft (sculpting) 8 ranks, Knowledge (geography) OR Knowledge (the planes) 4 ranks, Profession (sailor) 4 ranks, Spellcraft 8 ranks
    Spells: Capable of spontaneously casting 3rd-level spells and at least two spells with the Light descriptor.

    Class Skills
    The Raysailor of Sol Invictus's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (All; Int), Profession (Wis), Spellcraft (Int), Speak Language (n/a) and Use Rope (Dex).
    Skills Points at Each Level: 4 + Int
    Hit Dice: d6

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

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Control Light, Guiding Lantern, Lighten Up|--

    2nd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Advanced Learning, Take Light|+1 of existing spellcaster class

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Improved Lighten Up, Solar Sails, Use Light (1)|+1 of existing spellcaster class

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Advanced Learning, Use Light (2)|+1 of existing spellcaster class

    5th|
    +2
    |
    +2
    |
    +2
    |
    +4
    |Crew of Light (4), Use Light (3)|--

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Advanced Learning, Crew of Light (5), Use Light (4)|+1 of existing spellcaster class

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Crew of Light (6), Use Light (5)|+1 of existing spellcaster class

    8th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Advanced Learning, Crew of Light (7), Use Light (6)|+1 of existing spellcaster class

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Crew of Light (limitless), Use Light (7)|+1 of existing spellcaster class

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Advanced Learning, Use Light (black and white)|+1 of existing spellcaster class[/table]

    Weapon and Armor Proficiencies: A Raysailor of Sol Invictus becomes proficient with the net.

    Control Light (Sp): A Raysailor of Sol Invictus may use control light as a spell-like ability useable an amount of times per day equal to her class level, but only while her guiding lantern is lit.

    Guiding Lantern (Ex): A Raysailor of Sol Invictus has a lantern that provides her with light. This may be a bullseye lantern or a hooded lantern and it must be purchased or crafted by the Raysailor of Sol Invictus herself. The Raysailor of Sol Invictus must align herself with the lantern through 10 minutes of meditation and make her pledge to it. If a Raysailor of Sol Invictus concentrates as a full-round action, she gains low-light vision (or superior low-light vision if she already has low-light vision), but only for the light her guiding lantern provides.

    Additionally, if a creature of the same alignment as the god of the Raysailor attacks a creature which is between the first creature and the Guiding Lantern, miss chance due to concealment is reduced by one step.

    Lighten Up (Su): At level 2, the Raysailor of Sol Invictus may infuse objects with light with a touch. She may infuse an amount of objects equal to her class level plus her Intelligence modifier. These objects weigh less than normal and shed a small amount of light. Subtract the Raysailor of Sol Invictus' class level from the amount of pounds the item weighs, up to a minimum of 1. Each object infused in this manner also sheds light like a candle. Objects so infused remain infused until the Raysailor of Sol Invictus undoes the infusion with a touch or until the Raysailor of Sol Invictus dies. Infusing and uninfusing an item with light takes a standard action.

    A Raysailor of Sol Invictus may infuse an object to become half as heavy as its normal weight instead by infusing it with enough light to make it shed light like a torch, but this takes up 8 uses of Lighten Up. However, if a Raysailor of Sol Invictus dies, the object continues to glow with light, although a little weaker, clearly illuminating a 5-foot radius and providing shadowy illumination out to a 10-foot radius.

    At level 3 a Raysailor of Sol Invictus improves with this ability, allowing her to infuse items to great for her to carry to much better effect. Any object weighing one ton or more that the Raysailor of Sol Invictus infuses with 8 uses of Lighten Up not only sheds light like a torch instead of a candle, but becomes effectively a fifth of its normal weight. Furthermore, armor and shields infused through Lighten Up (either with 1 use or 8 uses) have Arcane Spell Failure reduced by 5% per 2 class levels if infused with 1 use and reduced by 5% per class level if infused with at least 3 uses.

    Advanced Learning: At level 2, the Raysailor of Sol Invictus may add one spell to her list of level 1, as long as it is from the Illusion school or have the Force or Light descriptor.
    At level 4 she may add all spells of level 0 from the Illusion school or with the Force or Light descriptor to her list and one spell of level 2.
    At level 6 she may add all spells of level 1 from the Illusion school or with the Force or Light descriptor to her list and one spell of level 3.
    At level 8 she may add all spells of level 2 from the Illusion school or with the Force or Light descriptor to her list and one spell of level 4.
    At level 10 she may add all spells of level 3 from the Illusion school or with the Force or Light descriptor to her list and one spell of level 5.

    Favored Souls and Sorcerers may instead add one spell from the Illusion school or with the Force or Light descriptor of up to their highest level at levels 2, 4, 6, 8 and 10.

    Take Light (Su): Whenever her guiding lantern is out, the Raysailor of Sol Invictus may taken the light from another lantern, lamp, torch, campfire or similarly-sized light source, lighting her lantern with it and in the process putting out the light of the lantern, torch or campfire she has taken it from. She cannot take the light from a candle in this manner, but she can take the light from a fire greater than a campfire, although she must make a DC 15 Reflex save or take 1d6 fire damage and catch on fire. If she makes the save she still takes 1 point of fire damage. She may also attempt this with an electrical light source, taking electricity damage instead of fire damage if the source is too large. If the light source is under control of another spellcaster, she must make an opposed caster level check to succesfully take it. This ability takes a standard action to use and may be used an amount of times per day equal to half her class level.

    When used, it replenishes one colour of the Raysailor of Sol Invictus' Use Light class feature, as long as the colour is present in the light source. A Raysailor of Sol Invictus may use this ability even when the lantern is lit, causing it to shine twice as brightly for 1 round and thereby allowing her to replenish multiple colours of her Use Light class feature one after another.

    Solar Sails (Ex): From level 3 onwards, a Raysailor of Sol Invictus is able to craft solar sails. This has a Craft DC of 20 and requires crafting materials costing 200 gp for one solar sail. A solar sail can carry a ship into the air as long as the ship is infused with a Raysailor of Sol Invictus' light. Larger ships may require multiple solar sails to do so. A solar sail requires daily castings of 3 levels of [Air] or [Light] spells into it to function, otherwise it will start to fail within 8 hours.

    Use Light (Su): At level 3 and every level thereafter until level 9 the Raysailor of Sol Invictus learns one supernatural ability that he can use by taking one of the colours of light out of his guiding lantern and use it to accomplish a magical effect. All colours can have one of multiple effects chosen at the time of use. The save DCs of these abilities equal 10 + class level + Charisma modifier. The White Light and Black Light abilities are learned at level 10. Unless otherwise noted, these abilities all take a standard action to use.

    Each color has a special "regain" action that allows a Raysailor of Sol Invictus to regain that light in a way other than his Take Light class ability.

    Furthermore, using some of the Use Light abilities causes you to gain points of Blackness. If you have no points of Blackness, you may not use the Black Light. If you have any points of Blackness, you may no longer use the White Light. Once your Blackness is at its maximum (equal to your class level), your guiding lantern sheds darkness instead of light. This causes your lantern's shadowy illumination (range 120 ft for a bullseye lantern, 60 ft for a hooded lantern) to turn brightly lit areas into shadowy illuminated areas and shadowy illuminated areas into pitch black darness and its bright illumination to turn brightly lit areas into pitch black darkness. Lastly, you may no longer use any color of Light other than Black.

    You can reduce the amount of Blackness you have by 1 each day that you use all colors you have access to other than White and Black. You can also have the amount of Blackness reduced to 1 through atonement, greater restoration, miracle or wish. If you are at maximum Blackness, these spells only reduce your Blackness by 1 point.

    White Light can only be used if all colors of Light from your guiding lantern are unexpended. Using White Light expends all colors of Light. Black Light can only be used if all colors of Light are expended.

    Red
    Creative: You grant a creature you touch a +2 insight bonus to Strength and Constitution for 1 minute/class level. This bonus increases to +4 at level 7.
    Destructive: You blast an area with red light, either a 120 ft line, a 60 ft cone or a 20 ft burst centered on you. Anyone else in the area takes 1d6 points of fire damage per class level (Reflex half). You may sacrifice a single spell slot as a free action to deal 2d6 points of extra fire damage per level of the spell slot.
    - Reverse: The turn after you have used your Destructive Red Light, you may use its Reverse, blasting the same area as before, causing 2d8 points of cold damage per class level. You gain 1 point of Blackness.
    You may sacrifice a single spell slot as a free action to deal 3d8 points of extra cold damage per level of the spell slot, but you gain 2 additional points of Blackness.
    Regain: If you take at least 10 points of cold or fire damage from any source, you may make a Spellcraft check DC 15 + 3 * the effective spell level of the source as an immediate action. If you fail, you take an additional 10 points of fire damage and do not regain your red light.

    Orange
    Creative: You gain a +4 bonus to Appraise, Bluff, Forgery, Handle Animal, Sleight Of Hand, Use Magic Device and Use Rope checks for 1 minute/class level. This bonus increases to +8 at level 7.
    Destructive: You blast an area with orange light, either a 120 ft line, a 60 ft cone or a 20 ft burst centered on you. Anyone else in the area takes 1d4 points of force damage per class level (Reflex half). You may sacrifice a single spell slot as a free action to deal 2d4 points of extra force damage per level of the spell slot.
    - Reverse: The turn after you have used your Destructive Orange Light, you may use its Reverse, blasting the same area as before, causing the force to turn into matter that strikes just as hard as itself, dealing 3d8 points of acid damage and causing the area to be filled with sparkling force. All creatures in the area must make Fortitude saves or be blinded for 1d4 rounds and continue to take 1d6 points of acid damage during those rounds. All creatures in the area gain concealment for 1 round. You gain 1 point of Blackness.
    You may sacrifice a single spell slot as a free action to deal 6d8 points of extra initial acid damage per level of the spell slot and increase the amount of rounds the blindness lasts by 1 round per level of the spell slot, but you gain 2 additional points of Blackness.
    Regain: If you take at least 10 points of acid or force damage from any source, you may make a Spellcraft check DC 15 + 3 * the effective spell level of the source as an immediate action. If you fail, you take an additional 10 points of acid or force damage and do not regain your orange light.

    Yellow
    Creative: You gain a yellow fear aura until you regain your yellow light. Creatures that come within 30 ft of you must make a Will save (DC 10 + class level + Charisma modifier) or become shaken. At level 7, they become frightened instead and become shaken upon a succesful save. Creatures only need to make the save once while the aura lasts, but need to make a new save when you put up a new fear aura.
    Destructive: You blast an area with yellow light, either a 120 ft line, a 60 ft cone or a 20 ft burst centered on you. Anyone else in the area takes 1d6 points of electricity damage per class level (Reflex half). You may sacrifice a single spell slot as a free action to deal 2d6 points of extra electricity damage per level of the spell slot.
    - Reverse: The turn after you have used your Destructive Yellow Light, you may use its Reverse, blasting the same area as before, causing a thunderclap that deals 1d10 points of sonic damage per class level. All creatures in the area must make Fortitude saves or be deafened for 1d4 rounds. They must also make Will saves or be panicked for 1 round (a successful save reduces this to shaken). You gain 1 point of Blackness.
    You may sacrifice a single spell slot as a free action to deal 3d10 points of extra sonic damage per level of the spell slot and increase the amount of rounds the deafness lasts by 1 round per level of the spell slot, but you gain 2 additional points of Blackness.
    Regain: If you take at least 10 points of electricity or sonic damage from any source, you may make a Spellcraft check DC 15 + 3 * the effective spell level of the source as an immediate action. If you fail, you take an additional 10 points of electricity damage and do not regain your yellow light.

    Green
    Creative: You gain a green aura of willpower until you regain your green light. All allies (including yourself) within 30 ft gain a +2 bonus to their Will saves, Concentration checks and caster level checks. This bonus increases to +4 at level 7. At level 10 affected allies become immune to fear.
    Destructive: You create a giant green-glowing hand out of light. The hand counts as a Gargantuan creature with a Strength score of 30 and a BAB equal to your caster level. You can use it to make attacks at a target within 30 ft as a touch attack (1d8 bludgeoning damage plus 1 Con damage) or make a single combat maneuver (bull rush, disarm, feint, grapple, sunder, trip). The hand disappears at the end of your turn. You may sacrifice a single spell slot as a free action to deal 1 point of extra Con damage per 2 levels of the spell slot.
    - Reverse: The turn after you have used your Destructive Green Light, you may use its Reverse, causing any creatures hit by your green hand of light (as part of either an attack or a combat maneuver) to make Fortitude saves or become sickened for 1d8 rounds as a result of the great power behind the hand. You gain 1 point of Blackness.
    You may sacrifice a single spell slot as a free action to deal 1d8 points of damage per level of the spell slot to all targets and increase the amount of rounds the sickened condition lasts by 1 round per level of the spell slot, but you gain 2 additional points of Blackness.
    Regain: If you roll a natural 20 on a Fortitude or Will save against a spell or effect that would have otherwise applied a negative condition on you, you may make a Spellcraft check DC 10 + [DC of the save made] as an immediate action. If you fail, the negative condition is applied anyway.

    Blue
    Creative: You may use dispel magic as the spell, using your own caster level. At level 10, this functions as greater dispel magic instead.
    Destructive: You fire a rays of blue light from your eyes at up to two targets within 100 ft + 10 ft per class level as a ranged touch attack, the two targets must be within 30 ft of one another. The target must make a Fortitude save or become entangled for a number of rounds equal to your class level as its body becomes more rigid. At level 10, if they have less HD than you, they become petrified instead for the same number of rounds. You may sacrifice a single spell slot as a free action to additionally apply a penalty to all ability checks, skill checks, attack rolls and saves equal to half the level of the spell slot.
    - Reverse: The turn after you have used your Destructive Blue Light, you may use its Reverse, allowing you to gain Damage Reduction [class level]/cold iron and the effects of a haste spell on yourself for 3 rounds.
    You may sacrifice a single spell slot as a free action to increase the damage reduction by 1 per level of the spell slot and increase the amount of rounds it and haste last by 1 per level of the spell slot, but you gain 2 additional points of Blackness.
    Regain: Whenever you beat a Diplomacy check to make other people friendly towards you by 5 or more, you may make a Spellcraft check DC 15 + [Diplomacy check DC] as an immediate action. If you fail, the people you tried to inspire become one step closer to hostile towards you and must make Will saves (DC 15) or become depressed, taking a -2 penalty on skill checks and Will saves. This automatically fails if you attempt to do this on targets you cannot make Diplomacy checks against, such as mindless creatures and other PCs.

    Indigo
    Creative: You may use calm emotions as the spell at will. This does not expend your Indigo Light.
    Destructive: You instill temporary insanity in a number of creatures equal to half your class level within 100 ft + 10 ft per class level, as long as all are within 30 ft of one another. They must succeed on a Will save or become confused for an amount of rounds equal to your class level.
    - Reverse: The turn after you have used your Destructive Indigo Light, you may use its Reverse if the creature failed its save, forcing the same creature to make a Will save or take 1d6 points of Wisdom damage per three class levels. You gain 1 point of Blackness.
    You may sacrifice a single spell slot as a free action to increase the save DC by 1 per 2 levels of the spell slot and deal 1 point of Cha damage per level of the spell slot on a failed save, but you gain 2 additional points of Blackness.
    Regain: Whenever you beat the DC of a Heal check by at least 5 points, you may make a Spellcraft check DC 15 + [Heal check DC] as a swift action. If you fail, the Heal check instantly fails as well.

    Violet
    Creative: Your eyes turn violet and you gain a gaze attack useable as a free action. Any creature targeted by your gaze attack must make a Will save or become charmed. This effect remains until you regain your violet light.
    Destructive: You fire a violet ray at a target creature within 120 ft of you, making a ranged touch attack. The creature is affected by a dimension door effect in a direction you choose. If the creature has any of the air, chaotic, cold, earth, evil, extraplanar, fire, good, lawful or water subtypes, it must make a Will save or be sent to its home plane (or a plane strongly aligned with as many of its subtypes as possible).
    - Reverse: If you use your Destructive Violet Light to bring the target creature within your reach, you may use its Reverse instantly or in the round thereafter, attempting to drain energy from it if it can lure it into some act of passion, or by simply planting a kiss on the creature. If the target is not willing to be kissed, the Raysailor of Sol Invictus must start a grapple, which provokes an attack of opportunity. The Raysailor of Sol Invictus' kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss in the following round, which will also bestow one negative level. You gain 5 temporary hit points if the first kiss' negative level is not succesfully saved against and 10 temporary hit points if the second kiss' negative level is not succesfully saved against. These temporary hit points don't stack with one another, as normal for temporary hit points. The creature must succeed on a Will save to negate the effect of the suggestion and a Fortitude save to negate the negative levels. You gain 1 point of Blackness.
    You may sacrifice a single spell slot as a free action to increase the save DCs by 1 per 2 levels of the spell slot and grant yourself a bonus on Grapple checks equal to the level of the spell slot, but you gain 2 additional points of Blackness.
    Regain: Every time you perform an act of passion (but not while using the Reverse Destructive Violet Light), you may make a Spellcraft check DC 25 + 2 * HD of the target creature as a swift action. If you fail, you gain a negative level and may not attempt the Violet Light's Regain action for 24 hours. You may still attempt to regain your Violet Light through your Take Light class ability.

    White
    Creative: You gain an aura of white light that extends 60 ft around you that pierces darkness spells and effects equal to the highest level spell you can cast and lower. All allies in the aura gain Fast Healing 3 up to half their maximum health. Allies above half their maximum health deal 1d6 points of extra damage against undead creatures and creatures vulnerable to light and 1d8 points of extra damage against undead creatures vulnerable to light. This aura lasts until the end of the encounter.
    Destructive: You create a shimmering barrier of white light around yourself, effectively blinding yourself from anything outside of the barrier, but stopping all magical, supernatural, psionic and extraordinary effects. Creatures that touch the barrier are affected by a disintegrate spell as if cast with your caster level. The barrier lasts for 10 rounds.

    Black
    Creative: You infuse corpses with black light, causing it to rise from the dead. This functions as an animate dead spell of your caster level, except you can only use it on aberrations, giants, humanoids, monstrous humanoids and outsiders and you apply the Bone Creature or Corpse Creature templates instead of the Skeleton or Zombie templates, but any targets may not have more than your caster level - 5 HD. Undead you create in this manner do not take increased damage from [Light] spells such as searing light and similar spells and are affected as if they are creatures of any other type.
    Destructive: You create a ball of solid black light that holds the void inside of it. You may use it with a ranged touch attack against anyone within a range of 400 ft + 40 ft per class level. If you hit, the target takes 8d6 damage and is bestowed 2 negative levels. If you miss, the ball explodes, releasing the void inside of it in a 5 ft radius burst that deals 3d6 damage to anyone in its area and requires them to make Fortitude saves or be bestowed 1 negative level. Creatures that die from the negative levels instantly rise as wights rather than one day later and they obey you as long as there are no more than 8 wights under your control. If there are more wights, the amount more are not under your control, but the last 8 you've created this way are.

    Crew of Light (Sp): As a 1-round action, with a Craft (sculpting) check, you may create humanoid-shaped constructs out of light as if using the astral construct power, with the level of the construct deciding the DC (15 + 3 * level of the construct), but the construct remains indefinitely or until destroyed or dismissed. You may not create constructs whose level is higher than the highest level spell you can cast and you the amount of power points it would normally cost to create the astral constructs serving you may never exceed your caster level. For example, if your caster level is 12, you may not create constructs higher than 6th-level and you could create either one 6th-level and one 1st-level construct to serve you or four 2nd-level constructs or twelve 1st-level constructs, etcetera.

    If you dismiss a construct or a construct is destroyed, it may not be recreated until 24 hours have passed. Furthermore, each construct you create in this manner functions as if it has maximum ranks in Profession (sailor), even though mindless creatures normally cannot have skill ranks.

    At level 5 you may have only 4 constructs serving you at a time. This limit increases by 1 at each level up and to level 8. At level 9 you may have an amount of constructs serving you up to your caster level, provided they are otherwise stuck to the above limitations (meaning you could have an amount of 1st-level constructs equal to your caster level, but none of higher level).


    PLAYING A RAYSAILOR OF SOL INVICTUS
    Wherever you go, adventure follows. You lead people into great voyages beyond places of their wildest dreams, be it during the brightest days or the blackest nights. You're an adventurer and you're a point of light in the darkness.

    Combat: Raysailors of Sol Invictus play mostly like blasters with a lot of illusions and some buffs and debuffs. They usually start off combat with a buff or debuff, either a spell or something from Use Light and then proceed to either blast or use their illusion spells for some battlefield control.

    Advancement: How Raysailors of Sol Invictus continue depends heavily on their original class. Warmages and Dread Necromancers gain the most spell-wise and might seek to profit from that later on, going into another class that functions off illusions to supplement their basic abilities. Beguilers do not gain so much spell-wise, but find the greatest use in Lighten Up and are therefore most often amongst the Raysailors of Sol Invictus walking around in heavy armor bearing shields and they build further upon that afterwards. Favored Souls gain minor benefits spell-wise, but these can be handy to add non-cleric spells to their list, boosting their utility a lot.

    Resources: Some Raysailors of Sol Invictus allied with an organization for them can have quite a lot of resources to drawn from

    RAYSAILORS OF SOL INVICTUS IN THE WORLD
    Light shone, brightly-flamed -seven colors all within - the skipper hastens.
    ~ Haiku by the poet Mardadi Baedle

    Daily Life: The day of a Raysailor of Sol Invictus starts with checking their infusions, perhaps changing them up if necessary, and checking the colors of Light their lantern still has in it, after which they generally commit to whatever daily business they prefer. For many, this means tending to the needs of their ship and its crew.

    Notables: Ciddarttha Naút is a woman travelling the eastern continents from village to village, even through swamps and over mountains to spread the light of her god Celena the Day-Faced, leaving behind an infused item at each village. Rightmaker Lightmaker is a half-gnome commanding a huge amount of ships, being so influential and powerful that he is sometimes even called the Grand Admiray. Brother Antionion is a priest who sails the seas on a small ship barely larger than a rowboat, his lantern hanging from the side of its single mast, yet he has seen things no other man has ever seen and when he comes on land, his stories are bound to draw or set out those lusting for adventure.

    Organizations: Many Raysailors of Sol Invictus join a church and spread their light amongst the people, many having joined the church of Pelor. Most Raysailors of Sol Invictus however, take to the skies and become part of shipcrews, either as members of the navy or as pirates or privateers. In such crews they are vital members and are therefore usually high in rank, many becoming captains as a result. The Grand Armada of Rightmaker Lightmaker the half-gnome is chief amongst them, sailing between planes and planets in search for knowledge and the most valuable materials.

    NPC Reaction
    Seeing as Pelor is the most-worshipped Sun god, most NPCs who know of the Raysailors of Sol Invictus will presume you worship him even if you don't and therefore generally have a kind disposition towards you (if they are Good), though some may still mistake you for a priest rather than simply a devout mage. Necromancers will be wary in your presence.

    RAYSAILOR OF SOL INVICTUS IN THE GAME
    For a lot of casters, becoming a Raysailor of Sol Invictus is handy because it expands their number of spells known and gives them greater versatility. They will want to recharge their uses of Use Light as much as possible so that they can use them whenever they can.

    Adaptation: If your setting does not use gods, you can simply have the Raysailors of Sol Invictus instead simply be in awe of the power of the sun and desire to utilize the power of the light. You can also change the damage types of the various colors of Use Light or have them grant bonuses to different saves or skills as normal.

    Encounters: A Raysailor of Sol Invictus of sufficient level will most likely be accompanied by its Crew of Light and use them accordingly as escorts, shipmates or cannon fodder. If the PCs are enemies of the Raysailor of Sol Invictus he or she will most likely prepare some of his or her Use Light colors before the battle and try to trick them to split up with illusions, after which he or she will pick them off one by one by blasting them apart with either spells or offensive Use Light colors.

    Sample Encounter

    Give an example of how one might encounter a member of this PrC.

    EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions
    Last edited by Morph Bark; 2011-09-13 at 06:19 PM.
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  8. - Top - End - #8
    Ogre in the Playground
    Join Date
    Aug 2008
    Location
    Midwest, not Middle East
    Gender
    Male

    Default Re: GitP PrC Contest XXX: Into the Light

    Illuminati


    -image is La Grande Odalisque by Jean Auguste Dominique Ingres, crudely photoshopped

    You seek to hide in shadows and deceptive magic? I see. - Tara Brighteyes, noted Illuminati

    People have been aware of sunlight for a long time (aside from those in the Underdark, of course.) Sunlight reveals what really exists to eyesight. To those with the right eyes sunlight can reveal secrets. These people are the Illuminati.

    Becoming an Illuminati

    Keen eyed scouts and explorers sometimes see magical flickers at the edges of their vision. Further research can lead them to discover a mentor or a text or some other clue to the Illuminated Path.

    ENTRY REQUIREMENTS
    8 ranks in Spot
    8 ranks in Sense Motive
    Special: Must have survived for at least a month in a desert, tundra during long days, or another strongly sunlit region

    Class Skills

    The Illuminati's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Decipher Script (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str),Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str)

    Skills Points at Each Level: 4 + int

    Hit Dice: d8

    {table=head]Level|BAB|Fort|Ref|Will|Special

    1st|+0|+0|+2|+2|Revealing Light:Light the Heritage, Dazzle

    2nd|+1|+0|+3|+3|+1d6 Sneak Attack, Spotlight

    3rd|+2|+1|+3|+3|Revealing Light: Light the Training, Guiding Light

    4th|+3|+1|+4|+4|+1d6 Sneak Attack, Light the Truth

    5th|+3|+1|+4|+4|Revealing Light: Light the Technique, Burning Light, Double Vision

    6th|+4|+2|+5|+5|+1d6 Sneak Attack, Light the Multitude, Light Sense

    7th|+5|+2|+5|+5|Revealing Light: Light the Mystic, Radiant Shield

    8th|+6|+2|+6|+6|+1d6 Sneak Attack, Ray of Light

    9th|+6|+3|+6|+6|Revealing Light: Light the Future

    10th|+7|+3|+7|+7|+1d6 Sneak Attack, Revealing Light: Light the Whole, Inner Sun
    [/table]

    Weapon Proficiencies: The Illuminati gain no additional weapon or armor proficiencies.

    Revealing Light(Su)
    Spoiler
    Show
    An Illuminati wields the revealing and destructive power of sunlight. As it is inconvenient to only act in sunlight, the first lesson an Illuminati learns is to catch and store sunlight internally. An Illuminati can store one photon, which is the unit of sunlight they use, per class level plus an additional photon per point of Wis bonus they have(Wisdom penalties do not reduce the maximum amount of photons available). For example, a hypothetical Ranger 5/Illuminati 3 with a 15 Wisdom can hold up to 5 photos: 3 from class levels and 2 from wisdom modifier. An expended photon can be regained by spending one minute in sunlight: this takes no active thought by the Illuminati so this recovery can happen during sleep, combat, marching, or other activities as long as they are in sunlight. Sunlight is used for a number of abilities: most of the class features of the Illuminati requires a photon or several to power them.


    Revealing Light: Light the Heritage(Su):Sunlight's most obvious property is its ability to reveal things to sight. One of the most obvious things to see in another being is its race. As a swift action which costs one photon, an Illuminati can determine the race of any one creature within sight. If the creature is hiding its race with a disguise check, this gives the Illuminati a bonus on the spot check to see through the disguise equal to their Illuminati class level. If the creature is hiding its race with magic, the Illuminati must succeed on a spot check opposed by the caster level of the magical effect plus 10.

    Dazzle(Su):Sunlight can be too bright to allow sight. As an immediate action, an Illuminati can give an opponent who is attacking them a penalty on the attack roll equal to the Wisdom modifier of the Illuminati. This penalty lasts for the attack which the immediate action interrupted. If the Illuminati is at least sixth level, the penalty lasts for the opponent's entire turn.
    Spoiler
    Show
    This is the sort of thing that would be effortless in Magic: The Gathering's rule set but D&D doesn't support interrupting actions as well.


    Sneak Attack(Ex): Insight into the workings of people and things can help you hurt them. Illuminati gain sneak attack, as the rogue ability of the same name, at the levels indicated on the table (2, 4, 6, 8, and 10).

    Spotlight(Su):The sunlight wielded by an Illuminati has some side benefits. As long as he has at least one photon in reserve, an Illuminati gains an insight bonus on spot checks equal to his class level as a constant effect. This aids with various Spot checks called for in uses of Revealing Light against people who are using the disguise skill.

    Revealing Light: Light the Training: The way people move and react can be very revealing. As a swift action which costs one photon, an Illuminati can learn what classes a person has levels in. An eight level Illuminati also learns how many levels a person has in each class they have. If someone is in a mundane disguise, the Illuminati must succeed on a spot check against their disguise for this ability to work. If someone is magically disguised or altered, the Illuminati must succeed on a Spot check versus the caster level of the magical effect plus 10 or else this ability has no effect.

    Guiding Light(Su): Sunlight in the hands of a more skilled Illuminati reveals not only features, but possibilities. A simple application of this revelation enhances one's combat prowess. As a swift action which costs one photon an Illuminati gains an insight bonus on one attack roll equal to his wisdom modifier.

    Light the Truth(Su): Sunlight reveals not just features of persons, but behaviors and mannerisms. An Illuminati with at least one photon left unspent gains an insight bonus on Sense Motive checks equal to his class level as a constant effect. At eighth level, an Illuminati with at least one photon available is entitled to a saving throw upon first seeing or otherwise experiencing an illusion, without the need for interaction with it first.

    Revealing Light: Light the Technique(Su): Certain tactics and tricks leave visible marks on experts of them. Those who draw weapons in an eye-blink have scars from fumbled practices. The fleet of foot move more lightly than others. Even the ability to alter magic leaves subtle signs on the practitioner. As a swift action which costs one photon, an Illuminati can see the feats their target possesses. If someone is in a mundane disguise, the Illuminati must succeed on a spot check against their disguise for this ability to work. If someone is magically disguised or altered, the Illuminati must succeed on a Spot check versus the caster level of the magical effect plus 10 or else this ability has no effect.

    Burning Light(Su): Every child who has played too long outdoors knows that the sun can not only warm, but cook people. As a swift action which costs one photon, an Illuminati may add fire damage equal to twice their class level to their next attack, whether it be ranged, melee, or a spell with an attack roll. At ninth level, an Illuminati has the option of making the fire damage instead untyped damage, which ignores DR and energy resistances.

    Double Vision(Su):Sometimes more information is needed now, not in six seconds. Experienced Illuminati can discern more with every glance; an Illuminati of at least fifth level can use two Revealing Light techniques as part of the same swift action. Each technique must be paid for separately.

    Light the Multitude(Su): Water in the sky can diffract sunlight into brilliant rainbows. Proper control and focus allows the Illuminati to similarly spread out their powers. An Illuminati may target a number of creatures up to their Wisdom modifier with the same Revealing Light ability as part of the same swift action. This costs an additional photon. It is possible to combine this with Double Vision, but the costs also add up: seeing two features on one creature and one of those two features on many creatures costs three photons, and seeing two features on many creatures costs four photons.

    Light Sense(Su): Those who cloak themselves in invisibility do so by bending light around themselves. Those with the eyes to see can pierce such protections. An Illuminati with at least one photon in their pool can see invisible, as the spell, as a constant effect. The caster level of the effect is equal to the Illuminati's character level, and if it is dispelled it returns in 1d4 rounds.

    Revealing Light: Light the Mystic(Su): Persons with magical talents can deceive the eye and appear harmless. Light can be attenuated to transmigrate through their magical field and... it's too complicated to explain to a non-Illuminati. The end result is that an Illuminati can see what spells a target has available to cast. This includes spell like abilities, but not supernatural or extra-ordinary abilities. If someone is in a mundane disguise, the Illuminati must succeed on a spot check against their disguise for this ability to work. If someone is magically disguised or altered, the Illuminati must succeed on a Spot check versus the caster level of the magical effect plus 10 or else this ability has no effect.

    Radiant Shield(Su): The power to dazzle one attacker for a short time is only a fraction of what defenses sunlight is capable of. As a swift action which costs two photons, or as a move action which still costs two photons, an Illuminati can protect themselves with a Radiant Shield. A Radiant Shield lasts for a number of turns equal to the Illuminati's wisdom modifier, and gives every attack against the Illuminati a 50% miss chance. This miss chance also applies to targeted spells, but not area of effect spells. A Darkness or Deeper Darkness spell cast against the Illuminati dispels the Radiant Shield if the caster succeeds on a caster level check against the Illuminati's character level plus ten.

    Ray of Light(Su): Veteran Illuminati do not need to use weapons or spells to carry the power of sunlight to their foes. As a standard action, an Illuminati may fire a beam of sunlight at a foe. This is a touch attack with a range increment of 100'. It does 1d10 damage per photon used to power it; half of this damage is fire and the other half is untyped.

    Revealing Light: Light the Future(Su): Light is nearly omnipresent in the world, at least near civilized creatures. This connection can be exploited. As a full round action which costs three photons, an Illuminati can cast Divination or Legend Lore as a spell like ability with a caster level equal to the character level of the Illuminati. This ability cannot be used with Double Vision or Light the Multitude.

    Revealing Light: Light the Whole(Su) Mastery of light allows complete illumination of others. An Illuminati may, as a swift action which costs two photons, learn all of the game statistics of the target: classes, feats, skills, spells, etc. This does not show equipment or backstory. If someone is in a mundane disguise, the Illuminati sees right through it. If someone is magically disguised or altered, the Illuminati sees right through that too.

    New Feat: Focused Light:
    Some Illuminati are less than gifted at insights and willpower. Extra exertion and many weeks of rising at dawn for private meditation let them overcome their innate limits in some small way.
    Prerequisites:Revealing Light class feature.
    Benefits: Your wisdom modifier for purposes of Illuminati class features is treated as two higher than it actually is, or as +2, which ever is higher, which has the side benefit of allowing you to hold two additional photons as well as affecting many other class features.
    Spoiler
    Show
    The second clause is there to help characters with less than 10 wisdom still get benefits from this class. The first clause is an effective +4 wis because a feat is expensive and should be worth more than +2 wis.



    Playing an Illuminati

    An Illuminati, strangely, acts in combat mostly like a rogue. They have fewer skills and are mostly interaction skill based, but they have some tricks and specialties which make them particularly good at ferreting out true identities and intentions.

    Combat: Your swift actions are money. Use them for Dazzle to reduce damage, use them for Guiding Light to hit folks, use them for Burning Light for a little damage boost. Or use them to find out who/what you are fighting so you can change tactics accordingly.

    Advancement: You have sneak attack, 3/4 BAB, and social skills. It's not a bad idea to go for more rogue or rogue PrC's. Other options are also available: warrior themed PrC's could benefit from the extra knowledge this class provides. You are kind of far behind if you want to take up spellcasting after finishing this class, and the first few levels don't really provide anything a spellcaster would really enjoy.

    Resources: There is no over-arching organization of Illuminati. Forget what you have read in the newsstand heard in shadowy corners of bars from faceless men in robes.

    Illuminati in the world

    I thought I could get past the checkpoint, but one of the guards... he looked right through me... - Darius Grim, imprisoned smuggler

    Illuminati are hard to hide in daily life, as most of their powers shine brightly. They fit in more easily than expected though, because other people of their skill level can cleave through walls, fly, call upon other worldly monsters, and generally make a scene.

    Daily Life: Illuminati make above-average body guards, customs officials, and investigators. Their necessary combat prowess is kind of wasted as anything but an adventurer though.

    Notables: Tara Brighteyes was known in the kingdom of Hralfgar for rooting out dopplegangers and their minions. Her calling card was a burned out corpse of an abomination left on the steps of the town court house. Azrael Darkflame, possibly in revenge for his parents naming him something so absurd, ran a successful operation of thieves who could pick out targets ill-equipped to defend themselves.

    Organizations: The church of Pelor works with some good Illuminati to root out evil and corruption where it can be found. These acolytes are called Dawn Seekers, and have a special badge to identify themselves to Pelorites.

    NPC Reaction

    Although sages and learned folks know better, the powers wielded by the Illuminati make common folk and uneducated monsters think they are spellcasters. As such, they are often met with suspicion and fear like other spellcasters are. It is a well-known fact among many races which face adventurers that one should "geek the mage" first, which can cause problems for the Illuminati.

    Illuminati in the game

    They're rogues with super discernment powers and a per-encounter resource... which can turn in to a per-day resource if the party is underground. They also have a few useful defensive tricks: Radiant Shield will probably see constant use once it is available.

    Adaptation: This class could become a pelor-themed cleric PrC, in which case it should drop the sneak attack and some of the other abilities in exchange for partial casting. The idea of a pool of points which refreshes in certain conditions could be used for a dwarven underground class that recharges in rock and has earth-themed powers.

    Encounters: The Illuminati are not well equipped for solo fights against PCs, but they make excellent tools for learning more about player characters. They also are strange and alien in some of their abilities, which could be useful for an exotic group of sun-worshipers or desert nomads.

    Sample Encounter

    A scout 5/Illuminati 10 leads a warband of elite goblins who have sworn vengeance against the PCs for their depredations on goblin villages many levels ago. Her unique information gathering abilities are used before the climactic showdown to prepare the goblins to counter the PCs.
    Last edited by Glimbur; 2011-08-29 at 06:29 PM.

  9. - Top - End - #9
    Ogre in the Playground
     
    Owrtho's Avatar

    Join Date
    Jul 2008

    Default Re: GitP PrC Contest XXX: Into the Light

    Light of Lurking Shadows



    The brighter the light, the darker the shadows it casts.
    - a light of lurking shadows


    Sometimes ozodrin seek to embrace their nature, other times they try to find another path. A light of lurking shadows is one who attempted to become a wisp, yet found their true nature corrupted by the plane of shadows, twisting it into something new.

    Becoming a Light of Lurking Shadows

    A light of lurking shadows is one who has progressed as both an ozodrin (or akodrin), and wisp fire guide, and spent time on the Plane of Shadows.

    ENTRY REQUIREMENTS
    Skills: 8 ranks in Knowledge (the planes)
    Abilities: Wispfire 1d3*
    Features: Tentacle
    Mysteries: Must know at least one mystery
    Special: Must have spent 72 consecutive hours on the Plane of Shadows.

    * Class feature from the wisp fire guide
    † Class feature from the ozodrin


    Class Skills

    The light of lurking shadows' class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Int), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)

    Skills Points at Each Level: 6 + int

    Hit Dice: d8

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

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Cloaked in shadow, Shadow form points, Feature of shadow, wisp form|1

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Form points, Cast Shadows (bright, shadowy illumination)|2

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Mysterious Shadows, Wispfire +1d3|3

    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Enhance Shadows, Cast Shadows (painfully bright, lurking darkness)|4

    5th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Feature of light|5

    6th|
    +4
    |
    +2
    |
    +5
    |
    +5
    |Cast Shadows (dazzling light, darkness), Wispfire +2d3|6

    7th|
    +5
    |
    +2
    |
    +5
    |
    +5
    |Force Shadow|7

    8th|
    +6/+1
    |
    +2
    |
    +6
    |
    +6
    |Cast Shadows (partially blinding light, shadowed darkness)|8

    9th|
    +6/+1
    |
    +3
    |
    +6
    |
    +6
    |Wispfire +3d3|9

    10th|
    +7/+2
    |
    +3
    |
    +7
    |
    +7
    |Consuming Darkness, Cast Shadows (blinding light, darklight)|10[/table]

    Weapon Proficiencies: A light of lurking shadows gains no new weapon or armour proficiencies.

    Spellcasting: The light of lurking shadows partially progresses in its ability to cast spells from the wisp fire guide spell list. Light of lurking shadows levels stack with wisp fire guide levels for determining spells per day, number of gems that can be on the cloak, and what spells with the light descriptor, darkness descriptor, or Illusion (shadow) subschool it knows. It does not learn spells from its spell list that don't fit into the aforementioned groups.

    Mysteries: Light of lurking shadows progress in the ability to use mysteries. At every level a light of lurking shadows may learn a new mystery as if it were a shadowcaster. Light of lurking shadows levels stack with whatever class granted the mystery used to qualify for determining if it has access to apprentice, initiate, or master mysteries. Like a shadowcaster, it must advance mysteries in paths, and when not learning the first mystery in a path, must know at least two mysteries one level lower. If the light of lurking shadows has the Shadowed Horror feat, it may gain additional uses of mysteries granted by this class as if they were from the feat (though if shadow form points are used they cost double). Mysteries are not limited to paths selected if that feat was used to qualify, though they mysteries from either source may be used it qualify for mysteries from the other.

    Mysteries may be used in wisp form. However, doing so requires a cost of one shadow form point for apprentice mysteries, 2 shadow form points for initiate mysteries, and 3 shadow form points for master mysteries.

    Cloaked in shadow (Su): A light of lurking shadows is able to attune to its wisp light cloak in a ritual requiring an hour and requiring a DC 22 craft (weaving) check. If failed the ritual may be repeated. If ever the light of lurking shadows wishes to attune to a new cloak, it must repeat the ritual with both the old cloak and the new one and takes a -5 penalty to the craft weaving check.
    If successful, the light of lurking shadows finds the cloak to be a part of itself. If ever the cloak is lost or destroyed, it may always be retrieved undamaged any 5' by 5' area of shadowy illumination or darker as a move action.
    As long as the light of lurking shadows is attuned to a cloak, it does not cast a shadow of its own (requires a DC 10 spot check to notice), rather the cloak as it reaches the ground seems to merge into a shadow for it. If removed, no shadow is cast, and when the cloak is tossed on the ground (which can be done as a swift action), it becomes a shadow on the ground where it lands, ignoring any light sources in the area. Treat as a 5' by 5' area of shadowy illumination or a degree darker if it already at least that dark (see degrees of darkness and light table below). At levels 3, 6, and 9 the degree of darkness the cloak produces or adjusts the area by is increased by 1. At levels 4, 7, and 10 the area is may occupy is increased by a 5' by 5' area. If in such a form it may only be retrieved by the light of lurking shadows. An attuned cloak may still have new gems added.

    Shadow form points (Ex): Unlike a normal ozodrin, a light of lurking shadows has come to manipulate shadows more readily than itself. It gains a number of shadow form points equal to Intelligence modifier + Charisma modifier + (6 * class level). Normal form points may be used as shadow form points, though the reverse may not be done. Shadow form points may only be spent on features of shadow (see below) and mysteries (see mystery description for details).

    Features of shadow (Ex): A light of lurking shadows advances features as an ozodrin. Count levels in it as ozodrin levels for determining which features and augments are available, as well as number of feature granted attacks per round it can make. Unlike normal for feature advancing PRCs, it does not advance primary stomach. It also gains the ability to form features of shadow. These are mostly like normal features, but have some differences.
    Spoiler
    Show
    • Features of shadow may be made using shadow form points.
    • Features of shadow may be formed when in wisp form as well as when manifesting ones true nature.
    • Features of shadow are not formed on the light of lurking shadows, but rather in nearby shadows (an area with shadowy illumination or darker). A shadow must be within 5 feet per class level if manifesting its true nature, or within the radius of the wisps light + 5 feet per class level. A shadow made from a light of lurking shadows' attuned cloak always counts as being in range.
    • Features of shadow are made of shadow, and thus not wholly there. At first level, there is a 25% chance each time one attempts to interact with something it will be treated as not real and have no effect (individual attacks performed in the same round count as separate interactions). This chance decreases by 5% every odd level starting at level 3.
    • Features of shadow are easier to manipulate, and as such may make an attack as a swift action or move action.
    • Features of shadow do not need to have a location chosen when form points are used to make them. Instead, you decide groups of them which you may choose to place them automatically as an appropriate shadow comes in range, and may move them as a swift action. If the shadow leaves range, the features are automatically removed from it. If the shadow would move, the features move along with it.
    • Features of shadow may not swallow whole creatures.
    • Features of shadow are not a part of you, and thus may be destroyed separately (treat a group as the size category of the largest feature, otherwise using your ability scores outside of wisp form and natural armor, features such as flesh and eyes only affect the group they are in). However, they also are made of shadow and thus are harder to injure than other things. A feature of shadow group is treated as having a number of durability points equal to its form points. Any time damage would be dealt to it, it loses one durability point. When reduced to 0 durability points, a feature of shadow is destroyed, and the light of lurking shadows loses half the form points it cost hp (rounded up). Due to its nature as a shadow, physical and magical forms of damage have a difficulty harming it, and suffer a 25% miss chance. However, it is particularly susceptible to light. While occupying a shadow, that shadow is not illuminated by light as normal. Instead, if the square would be illuminated by bright light or brighter, the feature loses 1 point of durability per degree of brightness (see degrees of darkness and light table below) each round until it is destroyed or the light source removed. If targeted by a spell with the light descriptor, make an opposed caster level check with caster. Treat your caster level as your caster level of mysteries + the number of durability points the feature of shadow group has remaining + 1 per degree of darkness the shadows it is in is, while the caster of the light spell gains a bonus equal to the spell level. If you win the save, the feature loses a number of durability points equal to the spell level. If they win it is automatically reduced to 0 durability.
    • Features of shadow are limited in total number of form points by the size and darkness of the shadow. Every 5' by 5' square the shadow occupies increases the total cost of features of shadow that may be in it by 3 form points per degree of darkness of the square (see degrees of darkness and light table below).

    {table=head]{colsp=3}Degrees of Darkness and Light
    Degree|Darkness|Light
    1st|Shadowy illumination|Bright
    2nd|Lurking darkness|Painfully bright
    3rd|Darkness|Dazzling light
    4th|Shadowed darkness|Partially blinding light
    5th|Darklight|Blinding light[/table]
    Descriptions
    Spoiler
    Show
    Shadowy illumination: This is as the normal form of illumination described in the SRD.

    Lurking darkness: This degree of darkness is rarely found outside the plane of shadows. It occurs when the darkness takes on almost a form of its own able to suppress the light. In most ways it is like shadowy illumination. However, if any line of effect or sight would pass through an area of lurking darkness, treat the location and target on the opposite side as if it were in shadowy illumination.

    Darkness: This is as the normal form of illumination described in the SRD.

    Shadowed Darkness: Like lurking darkness, shadowed darkness is rarely found outside the plane of shadows. It has an almost physical pressure to it, that suppresses light that might seek to illuminate its depths. Any form of illumination that would enter shadowed darkness is reduced by three degrees (if this would reduce it below bright, it begins increasing degrees of darkness). Further, like lurking darkness, if one looks through it the other side is treated as if in darkness. The area inside of shadowed darkness is treated as normal darkness otherwise.

    Darklight: Darklight is absolute darkness. No light, normal, natural or otherwise, may exist within an area of darklight. Nothing is capable of seeing through darklight. Any form of magical light or natural light that tries to enter is automatically either destroyed or dispelled.

    Bright: This is as the normal form of illumination described in the SRD.

    Painfully Bright: If a line of sight or line of effect toward a creature would pass within be within 45 degrees of a line of effect to a source of painfully bright illumination, then the light it bright enough to make it hard to see granting creatures within it concealment and the ability to hide.

    Dazzling Light: All creatures within the area of illumination have concealment, and are able to hide due to the light being so bright it is hard to see.

    Partially Blinding Light: Treat the area as dazzling light, but also if a line of sight or line of effect toward a creature would pass within be within 45 degrees of a line of effect to a source of partially blinding light illumination, then treat the one making that line of effect as blind for determining its results.

    Blinding Light: Treat all creatures in the area as blind due to the brightness of the light not allowing one to see.


    Wisp Form (Su): Levels in light of lurking shadows stack with wisp fire guide levels for determining one's wisp form. A light of lurking shadows may not manifest its true nature while in its wisp form.

    Form Points (Ex): Lights in lurking darkness gain a number of form points equal to half their class level (rounded down).

    Cast Shadow (Ex): Starting at second level, the light of a light of lurking shadows' wisp form seems to dwarf other sources of light around it, allowing it to cause shadows to form even when it seems they shouldn't. When in wisp form without its light doused and without using focused light, a light of lurking shadows may cast shadows with its light in the following circumstances.
    If a line of effect may be drawn to an object large enough to block the light (do not count creatures), squares on the opposite side of the object are rendered in shadows. Note that the light must manage to extend past the object to the sides, and if it only does so on one side only squares within 5 feet of where it extends past it qualify. The shadow extends 5 feet per two class levels, and has a degree of darkness equal to the highest degree of illumination that would be in the square of the blocking object.
    Further, at 4th level, a light of lurking shadows may produce painfully bright illumination within 5' of itself, while further illumination is only bright. At 6th level, the it may produce dazzling light within 5' of itself, and painfully bright illumination within 10' of itself. At 8th this increases to partially blinding light within 5', dazzling light within 10', and painfully bright illumination within 15' of itself. At level 10 this culminates at blinding light within 5', partially blinding light within 10', dazzling light within 15', and painfully bright illumination within 20' of itself.
    Regardless of the degree of illumination produced, the light of lurking shadows always treats its own light as merely bright light.

    Wispfire (Su): A light of lurking shadow advances the wispfire ability of a wisp fire guide, though at a slower pace. However, it also has another use for it. When it uses its wispfire ability, an area around where it is targeted within 5' per die of damage (d6s count double) is treated as being one degree of illumination higher until the start of the light of lurking shadows next turn for the purposes of the cast shadow ability. At level 9 this increases to 2 degrees of illumination higher.

    Mysterious Shadows (Su): Starting at 3rd level, a light of lurking shadows' mysteries are more powerful when used in the dark. If the target or area of effect of a mystery would be in an area of darkness, the mystery counts as 1 caster level higher per degree of darkness of that area.

    Enhance Shadows (Su): Starting at 4th level, a light of lurking shadows may forgo the use of a mystery to increase the darkness of a shadow. As a standard action the light of lurking shadows may use up a daily use of a mystery to increase the degree of darkness of up to 1 5' by 5' area per 2 4 class levels by an amount based on the power of the mystery for a number of rounds equal to the mystery's level. The degree of darkness is increased by 1 for apprentice mysteries, 2 for initiate mysteries, and 3 for master mysteries.

    Features of Light (Ex): You may manifest your true nature while in your wisp form. However, when doing so your features are made of light rather than flesh like normal. This has the following effects:
    Spoiler
    Show
    • Features of light are made of light, and thus have a chance to miss much like features of shadow. Treat features of light as features of shadow for determining miss chance.
    • Features of light are made of the light the wisp form gives off. As such they deal 1 point of extra damage for each die of wispfire damage the light of lurking shadows has, of the same type as that die. Note, 1d6 dice count double.
    • If a feature of light would be extended beyond the range of the light produced by the wisp form, it casts bright light within any squares it occupies, and shadowy illumination in any squares adjacent to those.
    • Being made of light, features of light are capable of attacking magical darkness. Any darkness made by spells, spell-like abilities, or supernatural abilities, as well as persistent effects of spells with the darkness descriptor, or from the the shadow subschool may be attacked by features of light. Treat them as having an AC equal to the caster level (or if they lack a caster level, the hd of what created it). If successfully attacked, the darkness or persistent effect is destroyed, countered, or dispelled if the spell level or spell level of a spell it mimics, is less than the light of lurking shadows' class levels. If it lacks a spell level and does not mimic a spell, treat it as having a spell level of 1/3 the sources HD (rounded up). If the darkness or effect is sustained by some source, it only remain destroyed until the start of the next turn. Supernatural darkness is not entirely destroyed by this effect, but instead only the square attacked and adjacent squares are destroyed. Darkness does not benefit from any miss chance that it causes when being attacked by features of light.


    Force Shadow (Su): As of seventh level, a light of lurking shadows may cause its cast shadow ability to even be blocked by creatures to an extent. As a standard action, a it may give up a daily use of one of its mysteries to target a creature within the area of its light, and make it cast a shadow as if it were a blocking object. The shadow lasts twice as many rounds as sacrificed mysteries level. In addition, if an initiate mystery was used, the shadows have a minimum degree of darkness of lurking darkness, while if a master mystery was used they have a minimum degree of darkness of darkness.

    Consuming Darkness (Su): By paying 10 shadow form points more for a feature of shadows group, it gains the ability to swallow whole a grappled target. Unlike most cases of swallowed whole where the target ends up in a stomach, if successful the target is taken to the Plane of Shadows. However, such a feature has a slight presence in the Plane of Shadows as a result. A feature of shadows group may be seen in the plane of shadows at its location, and attacked as if in the plane it is actually in. In turn however, if the group has at least one eye feature, it may see and attack things in the plane of shadows.

    Playing a Light of Lurking Shadows

    Brief description on how to play the class you are designing.

    Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.

    Advancement: This is a section on different options and paths that the class can go down when they advance in power.

    Resources: What resources might a member of this PrC be able to draw on..

    Lights of Lurking Shadows in the world

    A quote of somebody else talking about your class!

    A brief description of how your class is persevered in the world and how he interacts with the world.

    Daily Life: Some general information about the typical day in the life of your class.

    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).

    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction

    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    Lights of Lurking Shadows in the game

    This is a good place to provide a quick note on how your class will effect game play statistically.

    Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.

    Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

    Sample Encounter

    Give an example of how one might encounter a member of this PrC.

    EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions

    Owrtho
    Last edited by Owrtho; 2011-09-05 at 03:09 PM.
    Tables
    Want them to look nice? Have a guide

    My Homebrew
    [creature]Shiny: Monster Competition XXXVI entry.
    [class]Wisp fire guide: Follow me. I have such sights to show you.
    [class]Ozodrin: A class to play as an eldritch horror.
    other hombrew

  10. - Top - End - #10
    Bugbear in the Playground
     
    Hyooz's Avatar

    Join Date
    Jun 2008

    Default Re: GitP PrC Contest XXX: Into the Light

    IKARUGA


    "To hide in the shadows is to divest oneself of all light, as even the faintest glow will reveal you. Hiding within the light is similar - simply shed all of your darkness. - Georg Phileo, Ikaruga

    The Ikaruga are an order of assassins who have developed the unique ability to hide in brightly lit areas as readily as the blackest cellar. Named for a flower the blooms once at noon and again at midnight, these supernatural warriors shift seamlessly between sun and shadow, striking down foes with cunning and strength. They call their power "Polarity," and its strength lies in the extremes to which it brings them.

    BECOMING AN IKARUGA

    Skills: Hide 8 ranks, Move Silently 8 ranks
    Special: Either during a ritual proctored by a current Ikaruga, or through happenstance, must have spend 24 uninterrupted hours in both bright light and pitch black darkness

    Class Skills

    The Ikaruga's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand(Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

    Skills Points at Each Level: 6 + int

    Hit Dice: d6

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

    1st|
    +1
    |
    +0
    |
    +2
    |
    +0
    |Polarity

    2nd|
    +2
    |
    +0
    |
    +3
    |
    +0
    |Shining/Shrouding

    3rd|
    +3
    |
    +1
    |
    +3
    |
    +1
    |Sneak Attack +1d6

    4th|
    +4
    |
    +1
    |
    +4
    |
    +1
    |Gleam/Oppress

    5th|
    +5
    |
    +1
    |
    +4
    |
    +1
    |Sneak Attack +2d6

    6th|
    +6
    |
    +2
    |
    +5
    |
    +2
    |Shimmer/Vanish

    7th|
    +7
    |
    +2
    |
    +5
    |
    +2
    |Sneak Attack +3d6

    8th|
    +8
    |
    +2
    |
    +6
    |
    +2
    |Shine/Gloom

    9th|
    +9
    |
    +3
    |
    +6
    |
    +3
    |Sneak Attack +4d6

    10th|
    +10
    |
    +3
    |
    +7
    |
    +3
    |Critical Shift, Radiance/Abyss[/table]

    Polarity (Su): ”We do not walk a fine balance. We do not seek to find the center of all things. Once you accept this power, there is no turning back. There is only light, and only dark.”

    The signature ability of the Ikaruga is simultaneously their greatest strength and most potent weakness. They become a creature of two sides, able to freely switch between the two, but never willingly become neither. Ikaruga gain two states of being, Light and Dark, able to switch between states as a swift action that does not trigger attacks of opportunity. When you switch Polarities, all effects related to your previous Polarity end immediately, and you immediately gain all attributes of the new Polarity.

    A Polarity grants several bonuses, abilities, and weaknesses as well as interacting with other class abilities.

    Light:
    Spoiler
    Show
    At first level, an Ikaruga in his Light Polarity gain a bonus to Hide and Move Silently checks equal to his class level while in an area of bright illumination, as well as a bonus to attack rolls equal to half his class level (rounded up). In areas darker than shadowy illumination, however, the Ikaruga suffers equal penalties instead.

    At third level, as the completeness of his Polarity improves, when he is in line with his surroundings, he seems to fade slightly in the brightness, even when making himself obvious. Whenever he is within an area of Bright illumination, attack rolls against the Ikaruga suffer a 10% miss chance. When in an area of less than shadowy illumination, however, his own attacks suffer a 20% miss chance (this stacks with any standard miss chance the Ikaruga might be subjected to.)

    At fifth level, the Ikaruga’s mastery of his powers is nearing completion. While aligned with the light, it is as much a part of him as his very flesh and organs. He gains full immunity to any spell with the [Light] descriptor. Spells with the [Darkness] descriptor contrast so powerfully with his alignment in this state, though, so that any time he is subjected to one or within an area affected by one, he suffers Xd4 damage at the beginning of his turn, where X is the level of the spell.

    At seventh level, an Ikaruga in the light is nearly impossible to lock down. His presence is so wavering and ethereal, it’s as if he is never in one place. While in a region of bright illumination, Ikaruga can move up to 15ft as a swift action. In an area darker than shadowy illumination, however, they are unable to move more than 5ft in one round.

    Finally, at ninth level, the Ikaruga has learned to purge all the darkness from his form while aligned to the light, and becomes a true specter of the day, vanishing from sight at a whim. Any time an Ikaruga ends his turn within an area of bright illumination, he can vanish into the light as if casting Invisibility. Such purity, however, makes him even more vulnerable to darkness. If the Ikaruga begins or ends his turn in an area of darker than shadowy illumination, he is fatigued until he reaches an area of bright illumination - if he changes Polarity instead, the fatigue lasts until the end of his next turn.


    Dark:
    Spoiler
    Show
    At first level, an Ikaruga in his Light Polarity gain a bonus to Hide and Move Silently checks equal to his class level while in an area of bright illumination, as well as a bonus to damage rolls equal to his class level. In areas brighter than shadowy illumination, however, the Ikaruga suffers equal penalties instead.

    At third level, the very way a dark-aligned Ikaruga perceives the world shifts dramatically. For the purposes of his vision (and only his vision) he treats treats darkness as bright light, dim light as normal light, normal light as dim light, and bright light as darkness. This vision protects against blinding, dazzling, patterns, or other visual effects, granting a +2 bonus on all saving throws against those effects.

    At fifth level, typical methods of seeking out a lurker in the dark simply won’t be enough to find the Ikaruga who is of the darkness himself. Even other creatures who revel in darkness are confounded by these assassins. A dark-aligned Ikaruga gains the ability to Hide in Plain Sight as long as he is in an area of shadowy illumination or darker, and gains the benefit of the Darkstalker feat. In brighter than shadowy illumination, Ikaruga is automatically Dazzled for 3 rounds when affected by any spell with the [Light] descriptor.

    At seventh level, darkness sheathes the Ikaruga, protecting him not only from sight, but from harm. Once per round, as an immediate action after seeing the result of an attack roll, the Ikaruga can briefly vanish entirely from where he stood, forcing the attack roll to be a miss. When within an area of brighter than shadowy illumination, however, his attacks do the same amount of damage to himself he deals with attacks.

    At ninth level, having become one with the utter blackness, nothing within it can threaten you, and you are a threat to all within it. While in an area of darker than shadowy illumination, you gain DR/cold iron equal to your base Reflex save (that is, from character levels only, no bonuses from Dex mod, items, etc). In this state, however, light is antithetical to your being, ripping through you as it does the darkness you hide in. You automatically fail saves to spells with the [Light] descriptor.


    Shining/Shrouding (Su): ”Once you have the basics of controlling your inner light and darkness, you must move on to that around you.”

    Any good assassin knows that manipulating the surroundings to your benefit is key to any successful operation. Ikaruga are also keenly aware of this, and their Polarity gives them an especially useful tool for controlling their encounters.

    While in their Light Polarity, the Ikaruga can manifest a sphere of bright illumination as a standard action centered up to 30’ away. Its radius is 10’ x their class level, and it lasts for 2 rounds/class level.

    While in their Dark Polarity, the Ikaruga can manifest a sphere of magical darkness as a standard action centered up to 30’ away. Its radius is 5’ x their class level, and it lasts for 4 rounds/class level.

    Sneak Attack: ”Never forget what brought you here. Your abilities are incredible, but if you forget how to strike with a blade, they will do nothing for you.”

    At 3rd level, Ikaruga gain sneak attack, as the rogue ability. At 5th, 7th, and 9th levels, his sneak attack damage increases by 1d6. If the Ikaruga had sneak attack before taking levels in this class, the damage gains stack.

    Gleam/Oppress (Su): ”Remember your training. Your blade is an extension of yourself. Thus, it is an extension of the light, or the darkness. You need only bring it to bear.”

    The shimmer of a blade. The dread of knowing an assassin is lurking. Most cannot take full advantages of these seemingly small things, but the Ikaruga, flushing his being full of their source, certainly can.

    Gleam: When in Light Polarity and in an area of brighter than shadowy illumination, the Ikaruga use the glint of his weapon in the light as a blade to cut down his foes, even from far away. He is able to make melee attacks against enemies up to 30’ away. This does not grant him reach, and the added range only applies on his turn. Additionally, he adds his dexterity modifier to damage done with ranged weapons.

    Oppress: The dark is not only a powerful psychological weapon, but in the Ikaruga’s hands, a powerful medium for carrying the force of his blows to others. When in Dark Polarity, the Ikaruga’s melee attacks also do half damage to all enemies in a 10’ radius around the attack’s original target, and full damage to them if the Ikaruga is standing in an area of darker than shadowy illumination. Additionally, the Ikaruga is able to do sneak attack damage to creatures further than 30’ away.

    Shimmer/Vanish (Su): ”The two paths diverge more and more as your power increases. This is to be expected. The more brightly a flame burns, the more it contrasts with the darkest depths.”

    As their Polarities become more and more distinct, the things they are capable of sensibly diverge. Whether they are shining brightly or black as pitch, however, they always remain Ikaruga.

    Shimmer: When Light aligned, the light within him has a tendency to react violently to the sudden introduction of darkness. While this certainly can be a detriment to the Ikaruga, with a little cleverness, and good timing, he can turn it to his advantage. When struck by an attack, but before damage has been rolled, the Ikaruga can, as an immediate action, channel his light to reject the darkness the attack brings in grand explosive fashion, doing the same amount of damage to the attacker that the Ikaruga would suffer. This ability functions 1/encounter.

    Vanish: When dark aligned, the Ikaruga finds moving around in the dark to be trivial, to the point of barely needing to move at all. As a move action, the Ikaruga can move from any point of darker than shadowy illumination to any point of shadowy or darker illumination within 75’. This movement does not provoke attacks of opportunity (teleport-like).

    Shine/Gloom (Su): ”It is, undoubtedly, harder to hide in the light than in the dark. You, however, have a way. Use it.”

    Shine: Light has suffused your being entirely enough that it is finally possible to hide within a beam of sunshine. When aligned with the Light and within an area of brighter than shadowy illumination, Ikaruga are able to Hide in Plain Sight.

    Gloom: The cold and misery of the darkness is well known to children, but as adults, most forget it. The Ikaruga is quick to remind them, as being struck with a blade belonging to the darkness is a quick way to remember why you once feared it. While Dark aligned, when the Ikaruga does damage to a creature, its move speed is halved until the end of the Ikaruga’s next turn - if the Ikaruga attacks the same creature before the effect ends, the attack does 1.5x damage.

    Critical Shift: ”I can teach you no more. You have reached complete mastery of our powers. Always remember, my pupil - as much power as you have gained, you are not immortal. Do not let yourself be caught off guard.”

    Their training complete, shifting Polarity has become second nature. Even though now, at the height of your power, you are reversing much more energies, the shift can be made to happen rapidly, though it does require more energy, and cannot be performed as often. Once per encounter, the Ikaruga can change Polarity as an Immediate action.

    Radiance/Abyss (Su): ”Go now. Make your mark on the world. Be mindful, though. We Ikaruga hold no allegiance to each other. If your light shines too bright, it may blind you to those right before your eyes.”

    Radiance: A blade in your hands is as sharp as a beam of light, and twice as bright. An enemy not expecting you is asking for a knife between their ribs and immeasurable light in their eyes. Any time you are aligned with the Light and make a successful sneak attack, your target is blinded for one round.

    Abyss: The darkness runs through you, around you, and through you. When your Polarity is Dark, your every blow devours those they strike, weakening your foes even as they take their life. When you do damage with a sneak attack while dark aligned (including those who take damage via your Oppress ability), you also do one point of damage to one physical stat of your choice.

    PLAYING AN IKARUGA

    Ikaruga live dual lives, often dictated by their surroundings. Every Ikaruga will tell you that changing Polarity does not interfere with their own personalities or thoughts about the world, but many who have travelled with them will claim that one side or another brought out something very different within the burgeoning assassins. This is something that can easily be played up or played down, to the point of having completely different alignments in either Polarity if you want.

    The physical representation of the Polarity shifts has also been left intentionally vague. This is another area where the player has a lot of power to tune the class to their specifications. It could be as obvious as shining as bright as a torch or as subtle as their features seeming to lack shadows, or like they are standing in much deeper shadows than they should be.

    Combat: How you approach combat will vary greatly from character to character. Some decide to focus primarily on one Polarity over another, and use their ability to create spheres of light or dark to control the field to their advantage. Some might take a more general approach, and adopt the Polarity that better suits the environment, at the expense of some amount of power for either.

    Either Polarity has its advantages and excels at certain forms of combat. Light is mobile and quick, able to be where it needs to be and hit what it needs to hit. Dark clings to groups of enemies, hunting them down relentlessly, and keeping them under control. The combination of darkness and slowing enemies around him makes him a potent foe. Hard to find, hard to kill, hard to survive.

    Advancement: Increasing your sneak attack is never a bad idea, but considering further mobility is also a great boon. Class abilities and feats that increase your ability to control where foes can go and what they can do will also make you even scarier.

    Resources: Whatever organizations the Ikaruga chooses to associate with are usually more than willing to help out an assassin of his abilities. Beyond that, whatever they can steal, extort, or earn is obviously available to him.

    Many Ikaruga will seek out a Dark Lantern, to make everyday life easier. A constant source of shadowy illumination doesn't allow them to use their powers to their fullest extent, but prevents them from being caught off guard by the light.

    IKARUGA IN THE WORLD

    "We had this entire castle lit brighter than most noons. This guy got in, killed the magistrate, and made off with his wife's jewels. How did no one see him?"

    Ikaruga are often feared, as most assassins are, but especially so since their powers are so odd, and hard to understand. Too many associate the light and the dark with good and evil - something Ikaruga do not understand - but a Ikaruga who prefers to stay dark aligned is too often mistrusted. Even those who enjoy remaining as light are watched carefully, as anyone who bounces so easily between the two can't be quite sane or trustworthy.

    Daily Life: As most who have mastered esoteric arts, some time is spent most days training, practicing, and pushing themselves further in their abilities. Beyond that, if they have a mission to carry out, they will work toward that goal. Otherwise, they are fairly ordinary folk with extraordinary training.

    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).

    Organizations: The Ikaruga, as an organization, is another area that has been left vaguely defined as a design decision. They can be anything from a full-fledged Mafia-esque organization of assassins, to a small school of dedicated learners, to a loosely associated collection of men willing to share their techniques and power, but with no particular loyalty to one another.

    NPC Reaction

    NPC's in general will act suspiciously toward the Ikaruga, as they might toward any assassin. Obviously, when an assassin comes to town, there are nefarious deeds afoot, and all those travelling with him are likely in on it. They might not be openly hostile, but distrust and paranoia may be the reigning attitude around the Ikaruga.

    IKARUGA IN THE GAME

    Adaptation: The Ikaruga's powers can be based in any number of power sources, from shadows, to the Far Plane (if you really want to get crazy with it) and even their role as assassin is pretty mutable. The Ikaruga shell can hold a number of possibilities, always be willing to throw something new into generic or cliche textbook flavor.
    Last edited by Hyooz; 2011-09-20 at 02:09 PM.

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  11. - Top - End - #11
    Firbolg in the Playground
     
    Djinn_in_Tonic's Avatar

    Join Date
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    Default Re: GitP PrC Contest XXX: Into the Light

    Twilight's Guide


    Turai Hul, a Twilight's Guide, raises his Dark Lamp.
    Image by Wildforge on DeviantArt

    “Come, spirit. Your restless wanderings can yet end. Sit with me awhile, and I will help you leave this troubled existence behind.” --Turai Hul, to a nameless spirit

    The Beyond is a stale, unmoving place, all haunting shadows and fleeting memories. Thousands upon thousands of spirits float there, lost, adrift in a world without purpose, without life. Slowly, ever so slowly, thought begins to fade, memories to disperse, words never spoken to slip from weakening minds…and then, suddenly, a faint glow on the bleak horizon. A glimmer of life in the still air of the dying world. The spirits float towards it, eager for the light, for the life, for the touch of the world that they once held so dear. And, gently, it eases them out of the empty world, carrying them in its sweet embrace past the veil of the Beyond, and into the realms of the dead, where they can finally rest.

    The Beyond is empty once more, save for the shifting shadows of those living on its other side, and save for the one man, alive yet not alive, walking its endless plains, a dark lantern held before him. Empty save for the shepherd of restless spirits. Empty save for Twilight’s Guide.

    BECOMING A TWILIGHT’S GUIDE

    A Twilight's Guide is not something you can choose to become. Rather, death chooses you. The duty falls on those born close to death, who have walked with death all their lives, and who now, in the twilight of their days, still burn with the spirit of vitality after all their travails. It is only these few who are close enough to death to cross into it, and yet strong enough and knowledgeable enough in death's ways to return from its cold embrace time after time after time. These are the Twilight's Guides, and the shepherds of lost souls.

    ENTRY REQUIREMENTS
    Age: Must be Old or Venerable
    Alignment: Lawful Neutral or True Neutral
    Feats: Spirit Sense (Heroes of Horror), Tomb-Tainted Soul & Unquenchable Flame of Life (both from the Libris Mortis)
    Skills: Knowledge (the Planes) 14 ranks, Survival 6 ranks

    Class Skills

    The Guide's class skills (and the key ability for each skill) are Concentration [Con], Craft [Int], Diplomacy [Cha], Gather Information [Cha], Knowledge [all skills, taken individually] [Int], Profession [Wis], Sense Motive [Wis], Speak Language [N/A], and Survival [Wis].

    Skills Points at Each Level: 4 + Int

    Hit Dice: d8

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

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Ebon Lantern, A Story Given – A Path Opened

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |As Moths to the Flame

    3rd|
    +1
    |
    +3
    |
    +1
    |
    +3
    |Guarded by Death

    4th|
    +2
    |
    +4
    |
    +1
    |
    +4
    |Illume the Midnight Path

    5th|
    +2
    |
    +4
    |
    +2
    |
    +4
    |Walk with Death[/table]

    Weapon Proficiencies: A Twilight’s Guide gains no proficiencies in either weapons or armor.

    Ebon Lantern (Su): A spiritual lamp formed of the raw life essence of a Twilight’s Guide, the Ebon Lantern is the focal point of the class’ powers. The exact form of the lantern varies: a Guide’s lantern could be anything from a radiant ball of gleaming spirit to a dark and hooded lantern emitting a ghostly radiance to a swirling cloud of glowing motes. Regardless of the form, a Twilight’s Guide must have a free hand to hold the lantern, even if its form does not require physical contact to maintain.

    When his Ebon Lantern is lit (see below), a Guide’s spiritual senses are magnified a thousand-fold: his Spirit Sense allows him to see and communicate with the spirits of creatures that have died within a number of decades equal to his Wisdom modifier (rather than minutes). These spirits vary in visibility based on the time that has elapsed since their death (the older the spirit, the fainter and quieter its spiritual presence, and the less of its mortal life it remembers). Like normal for the Spirit Sense feat, he cannot communicate verbally with spirits that do not share a language with him, and he cannot harm or affect the spirits in any way aside from communication.

    Further, the light of the Ebon Lantern cuts through the obstacles of the material world. When his lantern is lit, a Twilight’s Guide can see the spiritual imprint of any ensouled creature (creatures possessing an Intelligence score, a Wisdom score, and Charisma score) within 120 feet, regardless of obstacles or impediments in the way. This doesn’t let him see the creature if they would be hidden from his normal vision, but he can differentiate between individuals (so while he might not be able to tell what is attacking his party through the darkness, he would be aware of its exact location, able to attack it without penalty provided no physical barrier separate him from his target, and able to tell the creature apart from his allies).

    A Guide’s Ebon Lantern is lit for as long as he has it conjured. He may conjure it as a move action, and dismiss it as a Swift action. Again, a Twilight’s Guide must have a free hand to hold the lantern, even if its form does not require physical contact to maintain.

    A Story Given – A Path Opened (Su): A Twilight’s Guide exists to shepherd spirits past the Beyond and into the realms of the dead. In return, however, he is entitled to a tale of the spirit’s life. A Twilight’s Guide holding a lit Ebon Lantern may grant passage to a willing spirit* he can sense with his Spirit Sense ability. The spirit in question is thus obligated to answer up to two questions about its life per class level the Twilight’s Guide possesses: it must answer truthfully and to the best of its ability.

    There is a code at work, however. A Twilight’s Guide cannot interrogate a spirit in this manner: no matter how cruel and heartless the spirit, it is entitled to respect. While a question or two along a certain track is not out of line, a spirit is not to be pressed for information. If a DM feels that a Twilight’s Guide is overstepping this boundary (asking a pointed line of questions aimed at a particular discovery), then the spirit does not have to answer, the remaining questions are lost, and the spirit is allowed passage through the Beyond.

    After answering the Guide’s questions or when the Guide releases it (if he does not intend to use all his questions), the spirit fades away as it passes on to the realms of the dead. The older the spirit, however, the vaguer will be the answer received: too much time spent in the Beyond saps away the memories of life, such than a truly ancient spirit might only be able to fleetingly remember strong emotions, and, unable to answer any questions, might merely mourn the loss of its ability to feel those emotions.

    *Note that the majority of departed spirits, even those of foes, are indeed willing to pass on to the realms of the dead. It takes a certain terrible drive to cling to the unchanging, empty world of the Beyond in the vain hopes of a second chance at life, and few beings possess such resolve.

    As Moths to the Flame (Ex): While many spirits seek release, there are those who solely wish for a proximity to life. These spirits tend to flock around a Twilight's Guide, using his connection to both the Beyond and the mortal realm to attempt to regain some of the memories of their living days. Of these dozens of spirits, some are strong enough to have almost tangible presences: for every class level a Twilight's Guide has, he has a benevolent spiritual companion who accompanies him. These presences have unique personalities and thoughts (as well as Intelligence, Wisdom, and Charisma scores and non-physical skills), however far removed their memories of life might be, and, when the Guide holds a lit Ebon Lantern, each is capable of using telekinesis at will (their caster level is equal to the Guide's character level, and they use their own Charisma modifier for the DC), although they cannot manipulate living creatures aside from the Twilight's Guide they are drawn to.

    Each acts on the Guide's turn, and is considered to occupy his space for the purposes of determining range. They can take no actions aside from the use of telekinesis and, like other spirits in the Beyond, cannot be affected by mortal attacks or magic. If the Twilight's Guide perishes, the spirits disperse.

    These spirits are visible only to the Guide and any other beings with the Spirit Sense feat, and the spirits assembled around a particular Guide can always communicate with him.

    A spirit's effective Hit Dice for determining feats and skills is equal to the Guide's Hit Dice, and it gains 4 + Int modifier of skill points each level (x4 for first level). Treat all mental skills as class skills for the spirits. A spirit has no Hit Dice for any other purposes, and as such cannot make attacks (even with telekinesis), as it has no Base Attack bonus.

    Guarded by Death (Su): Death does not call a Twilight's Guide before his time. As long as a Twilight's Guide has his Ebon Lantern lit, he is immune to ability drain, energy drain, necromantic spells and effects, death effects, and to the special attacks and supernatural abilities of undead creatures.

    Illume the Midnight Path (Su): As a full-round action, a Twilight’s Guide with a lit Ebon Lantern may step into the Beyond, or from the Beyond back to the material plane. The Beyond is a perfect mirror of the material plane, but it is completely devoid of living creatures, and physical objects pose no barrier unless the traveller so wishes (so while a floor would support you if you desired, you could walk through a wall with ease). Further, any surface (such as water, lava, thick fog, and so forth) can support a Guide’s weight if he so desires, as the laws of physics are rather malleable in the Beyond.

    Creatures on the material plane are visible as faint specters of themselves (and cannot interact with the Beyond in any manner), and a Guide’s Spirit Sense allows him to see the souls of departed creatures just as he would on the material plane.

    While in the Beyond, a Twilight’s Guide is effectively immune to any source of damage from the material plane (even natural hazards such as poisonous gas and lava do not extend their damage to the Beyond). Further, while in the Beyond, a Twilight’s Guide does not need to breathe, eat, or sleep, nor does he age while on the plane. However, he is likewise unable to interact with objects on the material plane: while they all have a parallel in the Beyond, they cannot be picked up, manipulated, or affected in any way. In short, the Beyond is a permanently static realm, occupied by spirits in limbo and little to nothing else.

    Finally, travel in the Beyond is faster than travel in the material plane. A Twilight’s Guide can navigate at his normal speed, but, if desired, he is capable of travelling up to five miles on the material plane for every minute he spends walking in the Beyond.

    Walk with Death (Su): Death looks after its own, and it guards Twilight’s Guides jealously. A Twilight’s Guide is followed at all times by an invisible, invincible presence called a Death’s Shadow. Treat this presence as a Dread Wraith with HD equal to the Guide’s character level, which shares an initiative count and an alignment with the Guide and viciously attacks those who would harm the Guide. The wraith loses its Daylight Powerlessness ability, and can instead function normally even in bright light. The wraith cannot be affected by mortal magic (including Turn Undead) or physical attacks, and is completely invisible except to the Guide and to foes it has attacked at least once. In effect, it is completely invincible to any non-Divine form of attack, and only disperses upon the death of the Twilight’s Guide it protects.

    If the Twilight’s Guide travels to another plane (including the Beyond), the wraith accompanies him. If the two are ever separated by more than 120 feet, the wraith reappears within 30ft of the Guide at the beginning of the Guide’s turn.

    This wraith cannot verbally communicate, but is sometimes the spirit of someone the Guide was close to in life. It cannot, under any circumstances, create spawn: creatures slain by the wraith instead have their spirit completely destroyed, for Death will not take those who meddle with their guides. Creatures destroyed in this manner cannot be resurrected by mortal magic.

    PLAYING A TWILIGHT’S GUIDE

    ?????

    Combat: Twilight’s Guides aren’t precisely combat-focused, and, as such, any that engage in combat are forced to largely rely on the skills they picked up prior to becoming a Twilight’s Guide. Those who have mastered the path tend to rely on their Death’s Shadow to protect them, retreating to the Beyond if outmatched.

    Advancement: Twilight's Guides tend to return to their previous paths upon completing their advancement in the class, although some may move on to divine casting classes, and those with a Bardic background might one day become Restless Troubadours.

    Resources: Twilight's Guides have few contacts in the mortal realm, although they may have a number of spiritual companions (often ghosts and other sentient, non-malevolent undead) with whom they have, if not a friendship, at least an understanding.

    TWILIGHT'S GUIDES IN THE WORLD

    "I...I was...ruler. Lord. King. I was...king once. No one remembers...no one but...but me. And now...now you." -An unknown spirit, to Truai Hul

    A brief description of how your class is persevered in the world and how he interacts with the world.

    Daily Life: Some general information about the typical day in the life of your class.

    Notables: None of the Twilight's Guides are notable figures...they are to enigmatic, to alien to the common man, and their job isn't one that the living usually concern themselves with. Those who are known at all are known to scholars and the like, and maybe to those in communion with ghost and spirits.

    Organizations: No organizations of Guides exist -- it is extremely rare for two Twilight's Guides to ever meet, or even to hear about each other.

    NPC Reaction

    NPC reaction to a Twilight's Guide varies, as a Twilight's Guide with an unlit Ebon Lantern looks like nothing more than an old man or old woman, possibly chattering away with unseen and unheard voices. The common perception of such an individual is that he or she is, quite simply, crazy. The few who know or recognize a Twilight's Guide, however, almost always have a deep respect for the soul shepherds (even if they may be uncomfortable in the Guide's presence), as, in a world where magic and spirits are well known to exist, those who dedicate their lives to guiding lost souls into the afterlife cannot be treated with disdain, less death itself remember, when it is your time, how you treated its chosen.

    TWILIGHT'S GUIDES IN THE GAME

    Guides are rather unusual player characters, as they have little to no combat ability aside from their Death's Companion. However, they bring a lot of utility to a party, and are almost unparalleled information gatherers if the circumstances are correct. Contributing to a party as a Guide requires a bit of creativity from a player, but if you think a bit outside the box they can become a valued if not necessary member of an adventuring party.

    Adaptation: Guides can easily fit into any world with a planar cosmology of afterlifes with the simply addition of the Beyond (maybe a place that all spirits go, or maybe only those without a clear destination). Fitting them into a world without a planar cosmology is still possible: in such a world, the Beyond and the realms past it are unreachable places to all but the Guides, and spirits who pass through the Beyond cannot be reached by any mortal magic (whereas in another world, a simple plane shift might be sufficient). Designer Note: The concept of the Twilight's Guide is, in my opinion, stronger in a world where the afterlife is not reachable through mortal magic. Your opinion may vary.

    Encounters: An NPC Twilight's Guide may appear to a departed PC, or may hold a seance of sorts for them to commune with departed allies, friends, or contacts. Aside from these cases, a DM could use a Twilight's Guide as a mysterious, lantern-carrying figure who appears on battlefields and the sites of massacres, and maybe weave such a character into a mystery as an enigmatic character designed to give the PCs pause.
    Last edited by Djinn_in_Tonic; 2011-09-11 at 02:18 PM.

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

  12. - Top - End - #12
    Halfling in the Playground
     
    Zombie

    Join Date
    Oct 2009

    Default Re: GitP PrC Contest XXX: Into the Light

    LANTERN GUIDE



    QUOTE TO COME

    Soulspark Familiars do not pick and choose meldshapers, and meldshapers aren't exceptionally picky as to the soulstuff inherent in their familiars. The meldshaper merely reaches into the soulstuff of the universe and shapes himself one. It is the rare meldshaper who chooses to form his soulspark from the souls of Archons, to form this of most personal connections with them, and become a Lantern Guide.

    BECOMING A LANTERN GUIDE

    A majority Lantern Guides were good or lawful incarnates, but it is not unknown for a Azurin cleric of a good deity to take the plunge. But of all the races, Aasimars in particular are drawn to become a guide.

    ENTRY REQUIREMENTS
    Language: Celestial
    Skills: Knowledge (The Planes) 8
    Alignment: Any Non-Evil
    Meldshaping: Must be able to shape the Soulspark Familiar soulmeld.



    Class Skills

    The Lantern Guide’s class skills (and the key ability for each skill) are....
    Concentration (Con), Diplomacy (Cha), Heal (Cha), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Knowledge (Religion) (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis)

    Skills Points at Each Level: 4 + Int

    Hit Dice: d6

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

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Meldshaping, Lantern Familiar, Incarnum Radiance 1/day, Crown Bind

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Share Incarnum Radiance, Light Blast, Increased Essentia Capacity 1

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Greater Lantern, Incarnum Radiance 2/day

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Ward of Souls, Increased Essentia Capacity 2

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Unending Service, Archon's Light

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Incarnum Radiance 3/day, Increased Essentia Capacity 3

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Throat Bind, Guide Ally

    8th|
    +6
    |
    +6
    |
    +2
    |
    +6
    |Increaed Essentia Capacity 4, Toungues

    9th|
    +6
    |
    +6
    |
    +3
    |
    +6
    |Incarnum Radiance 4/day, Bulwark of Light

    10th|
    +7
    |
    +7
    |
    +3
    |
    +7
    |Increased Essentia Capacity 5, One with the Light[/table]

    Weapon Proficiencies: A Lantern Guide does not gain proficiencies with any weapons or armor.

    Meldshaping: At each level, a Lantern Guide increases their meldshaper level, the number of soulmelds they can shape, the number and kinds of chakra binds they can create, and their essentia pool as if they had gained a level in the meldshaping class to which they belonged to prior to gaining the Latern Guide level. They do not, however gain any other abilities of that class.

    If the Lantern Guide did not have any levels in a meldshaping class, they gain an essentia pool equal to their Lantern Guide level.

    Lantern Familiar: The Soulspark familiar souldmeld no longer needs to occupy a chakra to shape it, you may shape it into the light around you. If it is bound to a chakra, it still needs to be shaped in that chakra. In addition, your Soulspark familiar can go farther than 10ft from you without needing to be reshaped. It can move 30ft+10ft per essentia invested in the soulmeld.

    Incarnum Radiance: You gain the Incarnum radiance class feature as described on page 22 of Magic of Incarnum. If you already had this ability your Lantern Familiar levels stack with your Incarnate levels for the bonus provided, but you use it a number of times per day as per Table: Lantern Familiar. If your alignment is not neutral on one axis, you must choose the bonus type once you fist gain this ability.

    Crown Bind: The Lantern Guide can bind soulmelds to the crown chakra if he was otherwise unable to.

    Share Incarnum Radiance: You gain the Share Incarnum Radiance ability as described on page 22 of Magic of Incarnum. At 10th level this ability no longer fatigues you.

    Light Blast: The Soulspark Familiar gains the ability to improve its Soul Blast by investing essentia. By having 1 point invested in Light Blast, its attack range increases to 30 ft. For each point of essentia you have invested in Light Blast past the first you increase the damage of its Soul Blast by 1 die. Investing in Light Blast counts as a special ability.

    Increased Essentia Capacity: The essentia capacity of your Soulspark Familiar soulmeld increases by the number shown on Table: Lantern Guide.

    Greater Lantern: Your Soulspark familiar gains the ability to have essentia invested into multiple of it’s special abilities, not just one.

    Ward of Souls: Your Soulspark Familiar generates a Magical Circle against evil of a caster level equal to your Lantern Guide level. You can increase the caster level by investing Essentia in the soulmeld into this ability.

    Unending Service: Your Soulspark familiar can sacrifice itself once per day to heal you to full Hit Points, unshaping itself. It is an immediate action to do so.

    Archon's Light: You may cast Daylight 1/ecounter at a caster level equal to your Lantern Guide level. You may choose your Soulspark familiar as the origin of the effect.

    Throat Bind: You gain the ability to bind your Soulspark familiar soulmeld to the throat chakra.

    Guide Ally: You gain the ability to use the spell Aid at will with a caster level equal to your Lantern Guide level. Your Soulspark Familiar may use this spell as per the “Deliver Touch Spells” ability.

    Toungues: Your Soulspark Familiar gains the ability to speak and understand all languages.

    Bulwark of Light: You may invest some of the essentia in the Soulspark Familiar soulmeld into to a Spell Resistance special ability. It has SR equal to your Lantern Guide level for one essentia invested, and + 2 per essentia invested in this ability past the first.

    One with the Light: Once per day, you may benefit from the essentia granted abilities of your Soulspark Familiar for one encounter. You also shed light as a torch, and your type changes to outsider with an alignment subtype matching your Soulspark Familiar's for the duration of this ability.

    PLAYING A CLASS NAME

    Brief description on how to play the class you are designing.

    Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.

    Advancement: This is a section on different options and paths that the class can go down when they advance in power.

    Resources: What resources might a member of this PrC be able to draw on..

    CLASS NAME IN THE WORLD

    A quote of somebody else talking about your class!

    A brief description of how your class is persevered in the world and how he interacts with the world.

    Daily Life: Some general information about the typical day in the life of your class.

    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).

    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction

    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    CLASS NAME IN THE GAME

    This is a good place to provide a quick note on how your class will effect game play statistically.

    Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.

    Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

    Sample Encounter

    Give an example of how one might encounter a member of this PrC.

    EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.
    Last edited by Spate; 2011-09-11 at 02:46 PM.

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