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View Full Version : The Life Disciple(3.5 Base Class, PEACH)



Road_Runner
2012-07-01, 03:38 AM
The Life Disciple


"Necromancers are masters of death. I am the master of life."


http://www.live-spiritual.com/images/Healinghands.jpg




Description:
Life Disciples are masters of positive energy. They control positive energy as a pyromancer controls flame, or a necromancer controls death. Life Disciples manifest positive energy in the form of channels, which are almost at will spell like abilities, similar to the invocations of a warlock. They also have the ability to create spirit wisps, tiny beings of positive energy. Life Disciples recieve their powers innately, like a sorcerer or warlock. It is rumored that many have ancestry tracing back to denizens of the positive energy plane. Although some serve a diety, many simply stand for good ideals.

Races: Non-undead, non-construct races.

Alignment: Any non-evil. Only the rarest of life disciples are neutral, and those that are are heavily good inclined.

Starting Gold: As a cleric.

Starting Age: As a cleric.

NOTE: Charisma Variant


Both life disciples and warlocks gain their power in a smilar manner and as such this class could easily be played with charisma as the primary stat for all class features.


Class Skill List: Concentration(Con), Decipher Script(Int), Diplomacy(Cha), Heal(Wis), Knowledge(arcana), Knowledge(the planes), Knowledge(religion), Sense Motive(Wis), Spellcraft(Int), Spot(Wis), Use Magic Device(Cha)

Skill Points: 4 + Int modifier (x4 at first level)

Hit Dice: d8
Life Disciple
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Channels Prepared

1st|
+0|
+2|
+0|
+2|Energy Pool, Least Channels, Meditate, Summon Spirit Wisps, Healing Wave 1d6|1|

2nd|
+1|
+3|
+0|
+3|Bonus Feat|2|

3rd|
+2|
+3|
+1|
+3|Healing Wave 2d6|3|

4th|
+3|
+4|
+1|
+4|Positive Energy Affinity|4|

5th|
+3|
+4|
+1|
+4|Healing Wave 3d6|5|

6th|
+4|
+5|
+2|
+5|Lesser Channels|6|

7th|
+5|
+5|
+2|
+5|Meditation +2, Healing Wave 4d6|7|

8th|
+6/+1|
+6|
+2|
+6|Wisp Mastery I|8|

9th|
+6/+1|
+6|
+3|
+6| Healing Wave 5d6, Bonus Feat|9|

10th|
+7/+2|
+7|
+3|
+7|Swift Meditation|10|

11th|
+8/+3|
+7|
+3|
+7|Greater Channels, Healing Wave 6d6|11|

12th|
+9/+4|
+8|
+4|
+8|Positive Energy Aura|12|

13th|
+9/+4|
+8|
+4|
+8|Meditation +3, Healing Wave 7d6|13|

14th|
+10/+5|
+9|
+4|
+9|Summon Spirit Dragon|14|

15th|
+11/+6/+1|
+9|
+5|
+9|Healing Wave 8d6, Bonus Feat|15|

16th|
+12/+7/+2|
+10|
+5|
+10|Radiant Channels|16|

17th|
+12/+7/+2|
+10|
+5|
+10|Healing Wave 9d6|17|

18th|
+13/+8/+3|
+11|
+6|
+11|Wisp Mastery II|18|

19th|
+14/+9/+4|
+11|
+6|
+11|Healing Wave 10d6, Bonus Feat|19|

20th|
+15/+10/+5|
+12|
+6|
+12|Spirit Transformation|20| [/table]

Class Features:


Weapon and Armor Proficiency: Life Disciples are proficient with all simple weapons and light armor.

Channels: A life disciple does not prepare or cast spells as other wielders of divine magic do. Instead, he posses a repertoire of abilities known as channels that require him to focus the positive energy that suffuses his soul. A life disciple can use any channel at will, however focusing on a channel is difficult and as such a specific channel can only be used once every four rounds. Channels are spell-like abilities; using a channel is a standard action that provokes attacks of opportunity. Channels have somatic but no verbal components and a Concentration check can be used to cast defensively or prevent a channel from being disrupted by an attack just as a spellcaster could. The save DC for a channel is equal to 10 + equivalent spell level + the life disciple's Wisdom modifier. The four grades of channels are least channels, lesser channels, greater channels, and radiant channels. Life disciples begin with knowledge of least channels, gaining access to lesser, greater, and radiant channels at levels 6, 11, and 16 respectively. As a life disciple levels, he gains access to more channel slots. By meditating for one hour, a life disciple can prepare any channels in these slots from the life disciple channel list. However, only channels of an equal or lower grade to the highest grade channel available when a life disciple gained that slot can be prepared in that slot. For example, a 7th level life disciple can prepare a maximum of 2 lesser channels, since lesser channels were only available at levels 6 and 7.

Energy Pool(Su): A life disciple has a maximum number of energy points equal to their life disciple level + Wisdom modifier. Energy points are used to power channels and are regained by meditate (see below). Energy points can be used in any of the effects below.


Still Channel: By spending 1 energy point, you can modify a channel so it has no somatic components.

Overchannel: By spending 5 energy points, you can cast a channel and meditate at the same time. Consider the net change in energy points and spirit charges as a result of casting this channel and then apply the changes to your energy pool and total spirit charge number.

Metamagic Feats: Energy points are used to fuel metamagic feats for channels. These feats are described in the feats section below.

Energy Cost: Some channels have a cost to cast.

Meditate(Su): In the heat of battle, you can focus to collect positive energy and clear your mind. As a standard action, you can recover 1 energy point and also gain what is called a spirit charge. Each spirit charge grants a +1 insight bonus to AC, saving throws and concentration checks. These charges last for 1 minute, after which they dissipate. If you meditate again, the bonuses stack and the duration refreshes. At 7th level you recover 2 points from your energy pool and gain 2 spirit charges with each meditation. At 13th level you recover 3 points and gain 3 charges. Charges do not accumulate out of combat. You can have a maximum number of spirit charges equal to 1/3 your level + Wisdom modifier.

Healing Wave(Sp) One of the first abilities a life disciple learn is healing wave. As a standard action at will a life disciple generates an arc of positive energy to heal allies and harm undead foes. A healing wave is a ray with a range of 60 feet. It is considered a channel for the purposes of class features and feats and has an equivalent spell level equal to half the life disciple's class level (rounded down), with a minimum spell level of 1st and a maximum of 9th. A healing wave heals 1d6 points of damage at first level and increases every two levels beyond that. Against undead foes a ranged touch attack is necessary (not needed for allies). Although there is no saving throw, spell resistance applies normally.

Summon Spirit Wisp: Life Disciples have the unique ability to summon Spirit Wisps. A Life Disciple can summon a Spirit Wisp as a standard action that provokes attacks of opportunity, as a channel with an effective level of class level/2. It is compatible with Still Channel and Overchannel. Unlike normal Channels, you may summon Spirit Wisps at will instead of once every four rounds, although they cost spirit charges to summon.

Spirit Wisps can be summoned up to 5ft/level away and last for one round/level. They are very small incorporeal beings made of positive energy, and appear as a glowing spark of light of about 5 inches in diameter. Spirit Wisps are not considered summoned creatures for the purposes of effects that target summoned creatures, and as such do not wink out in the presence of an antimagic field. Although all Spirit Wisps have the same base statistics, they have special abilities based on color. A Life Disciple can also communicate telepathically with Spirit Wisps within 100ft/level.

All Spirit Wisps have the ability to guard allies. When guarding an ally the Spirit Wisp occupies their square and floats around them, not dissimilar to an ioun stone. Guard bonuses from wisps stack twice, and additional wisps are considered one grade less for the purpose of the standard guard bonus. All Spirit Wisps also have a sacrifice ability. The sacrifice ability destroys the Wisp but provides an immediate benefit to the guarded target. To begin with, a Life Disciple can summon only least spirit wisps, but gain access to lesser/greater/radiant spirit wisps at level 6/11/16 respectively. A Disciple can summon Wisps at will but must expend 1/2/3/4 spirit charges to summon a least/lesser/greater/radiant Spirit Wisp respectively. Spirit Wisps also have three extra abilities listed in their description. Lesser Spirit Wisps gain access to the first ability, greater Spirit Wisps gain access to the first two abilities, and radiant Spirit Wisps gain access to all three abilities. You gain access to three Spirit Wisps at level 1 (blue, red, and green), and three more at level six (yellow, orange and violet). Spirit Wisps are described in further detail below.

Least Spirit Wisp:
Cost to summon: 1 spirit charge
HD: Has a number of HD equal to the life disciple’s HD, not including levels from other classes. Has hp equal to (4 + disciple Wisdom Modifier) * disciple level / 2
Speed: 40 feet flying (perfect)
AC: 23 (+4 size, +5 Dex, +4 deflection) touch 23, flat-footed 19
Size: Diminutive
BAB/Grapple: 3 / -5
Attack: +16 5 ft ranged touch attack 1d2-1
Space/Reach: 1ft/0ft
Special Qualities: Spirit Wisp Traits, SR 8 + disciple level, Dancing Flight, Spirit Shroud, Guard, Sacrifice
Abilities: Str --, Dex 20, Con 12, Int 10, Wis 14, Cha 10
Saves: Fort +4, Ref +8, Will +5
Alignment: Neutral Good
Skills: Spot +8, Listen +8, Move Silently +5, Escape Artist +8, Heal +15

Dancing Flight: A spirit wisp flies in an erratic swirling motion, and as such gets a +6 AC bonus vs attacks of opportunity

Spirit Shroud: A spirit wisp surrounds itself with glowing energy to protect itself from attacks. Gives a +4 deflection bonus to AC.

Guard: As a free action once per round a spirit wisp can designate a target in its square as being guarded. The spirit wisp hovers and flies around the target, giving a unique bonus based on the type of spirit wisp. The wisp remains hovering around the target while it is guarding; if the target moves or is moved the wisp will float along with it automatically. If some effect forces the wisp out of the target’s square, the guard is broken and the beneficial effect no longer applies.

Sacrifice(Su): As an immediate action a spirit wisp may destroy itself for a temporary benefit to the target. After sacrifice is resolved the target loses the effect of guard.

Spirit Wisp Traits:
-Darkvision 60 feet
-Incorporeal
-Immune to poison, disease, mind-affecting effects, ability damage, ability drain, petrification, blindness, sickened, nauseated, and the negative effects of the positive energy plane
-does not need to eat, breathe, or sleep
Lesser Spirit Wisp:
Cost to summon: 2 spirit charges
HD: Has a number of HD equal to the life disciple’s HD, not including levels from other classes. Has hp equal to (4 + disciple Wisdom Modifier) * disciple level / 2
Speed: 50 feet flying (perfect)
AC: 26 (+4 size, +6 Dex, +6 deflection) touch 26, flat-footed 20
Size: Diminutive
BAB/Grapple: 6 / 0
Attack: +20 5 ft ranged touch attack 1d2-1
Space/Reach: 1ft/0ft
Special Qualities: Spirit Wisp Traits, SR 11 + disciple level, Dancing Flight, Spirit Shroud, Guard, Sacrifice
Abilities: Str --, Dex 22, Con 14, Int 10, Wis 16, Cha 10
Saves: Fort +9, Ref +13, Will +10
Alignment: Neutral Good
Skills: Spot +12, Listen +12, Move Silently +8, Escape Artist +12, Heal +15

Dancing Flight: A spirit wisp flies in an erratic swirling motion, and as such gets a +6 AC bonus vs attacks of opportunity

Spirit Shroud: A spirit wisp surrounds itself with glowing energy to protect itself from attacks. Gives a +6 deflection bonus to AC.

Guard: As a free action a spirit wisp can designate a target in its square as being guarded. The spirit wisp hovers and flies around the target, giving a unique bonus based on the type of spirit wisp. The wisp remains hovering around the target while it is guarding; if the target moves or is moved the wisp will float along with it automatically. if some effect forces the wisp out of the target’s square, the guard is broken and the beneficial effect no longer applies.

Sacrifice(Su): As an immediate action a spirit wisp may destroy itself for a temporary benefit to the target. After sacrifice is resolved the target loses the effect of guard.

Spirit Wisp Traits:
-Darkvision 60 feet
-Incorporeal
-Immune to poison, disease, mind-affecting effects, ability damage, ability drain, petrification, blindness, sickened, nauseated, and the negative effects of the positive energy plane
-does not need to eat, breathe, or sleep
Greater Spirit Wisp:

Cost to summon: 3 spirit charges
HD: Has a number of HD equal to the life disciple’s HD, not including levels from other classes. Has hp equal to (4 + disciple Wisdom Modifier) * disciple level / 2
Speed: 60 feet flying (perfect)
AC: 29 (+4 size, +7 Dex, +8 deflection) touch 29, flat-footed 22
Size: Diminutive
BAB/Grapple: 9 / 4
Attack: +24 5 ft ranged touch attack 1d2-1
Space/Reach: 1ft/0ft
Special Qualities: Spirit Wisp Traits, SR 14 + disciple level, Dancing Flight, Spirit Shroud, Guard, Sacrifice
Abilities: Str --, Dex 24, Con 16, Int 10, Wis 18, Cha 10
Saves: Fort +12, Ref +16, Will +13
Alignment: Neutral Good
Skills: Spot +16, Listen +16, Move Silently +12, Escape Artist +16, Heal +15

Dancing Flight: A spirit wisp flies in an erratic swirling motion, and as such gets a +6 AC bonus vs attacks of opportunity

Spirit Shroud: A spirit wisp surrounds itself with glowing energy to protect itself from attacks. Gives a +8 deflection bonus to AC.

Guard: As a free action a spirit wisp can designate a target in its square as being guarded. The spirit wisp hovers and flies around the target, giving a unique bonus based on the type of spirit wisp. The wisp remains hovering around the target while it is guarding; if the target moves or is moved the wisp will float along with it automatically. if some effect forces the wisp out of the target’s square, the guard is broken and the beneficial effect no longer applies.

Sacrifice(Su): As an immediate action a spirit wisp may destroy itself for a temporary benefit to the target. After sacrifice is resolved the target loses the effect of guard.

Spirit Wisp Traits:
-Darkvision 60 feet
-Incorporeal
-Immune to poison, disease, mind-affecting effects, ability damage, ability drain, petrification, blindness, sickened, nauseated, and the negative effects of the positive energy plane
-does not need to eat, breathe, or sleep
Radiant Spirit Wisp
Cost to summon: 4 spirit charges
HD: Has a number of HD equal to the life disciple’s HD, not including levels from other classes. Has hp equal to (4 + disciple Wisdom Modifier) * disciple level / 2
Speed: 70 feet flying (perfect)
AC: 32 (+4 size, +8 Dex, +10 deflection) touch 32, flat-footed 24
Size: Diminutive
BAB/Grapple: 12 / 8
Attack: +28 5 ft ranged touch attack 1d2-1
Space/Reach: 1ft/0ft
Special Qualities: Spirit Wisp Traits, SR 17 + disciple level, Dancing Flight, Spirit Shroud, Guard, Sacrifice
Abilities: Str --, Dex 26, Con 18, Int 10, Wis 20, Cha 10
Saves: Fort +16, Ref +20, Will +17
Alignment: Neutral Good
Skills: Spot +20, Listen +20, Move Silently +16, Escape Artist +20, Heal +15

Dancing Flight: A spirit wisp flies in an erratic swirling motion, and as such gets a +6 AC bonus vs attacks of opportunity

Spirit Shroud: A spirit wisp surrounds itself with glowing energy to protect itself from attacks. Gives a +8 deflection bonus to AC.

Guard: As a free action a spirit wisp can designate a target in its square as being guarded. The spirit wisp hovers and flies around the target, giving a unique bonus based on the type of spirit wisp. The wisp remains hovering around the target while it is guarding; if the target moves or is moved the wisp will float along with it automatically. if some effect forces the wisp out of the target’s square, the guard is broken and the beneficial effect no longer applies.

Sacrifice(Su): As an immediate action a spirit wisp may destroy itself for a temporary benefit to the target. After sacrifice is resolved the target loses the effect of guard.

Spirit Wisp Traits:
-Darkvision 60 feet
-Incorporeal
-Immune to poison, disease, mind-affecting effects, ability damage, ability drain, petrification, blindness, sickened, nauseated, and the negative effects of the positive energy plane
-does not need to eat, breathe, or sleep

Wisp Types:

Blue Spirit Wisp

The spirit wisp floats about slowly and seems to give a sense of serenity and peace.

Guard: An ally guarded by a blue spirit wisp gains a +1/2/3/4 circumstance bonus on AC and Will saves.

Sacrifice-Shield: The blue spirit wisp transforms itself into a shield that blocks an enemy attack roll. Add level/3 + your Wisdom modifier to AC vs one attack roll.

Foresight: Can use sacrifice to block a successful attack roll after learning the attack and damage result.
Mind Shield: Can alternatively use sacrifice to reroll a failed will saving throw.
Greater Mind Shield: Add your Wisdom modifier as a bonus to the will saving throw reroll.


Green Spirit Wisp

This vibrant green wisp pulses with energy.

Guard: An ally guarded by a green spirit wisp heals 2/4/6/8 hit point per round and gains a +1/2/3/4 circumstance bonus to Fortitude saving throws. Only one ally can be healed by this ability in a given round. That is, if the green spirit wisp switches from guarding one ally to another on your turn, you can choose which ally gets healed by the guard ability but you cannot affect both with the healing.

Sacrifice- Regenerate: The green spirit wisp melts into the body of an ally, causing their wounds to disappear. Heals an ally as if by your healing wave. As an immediate action, this can effectively "prevent" damage taken in the same way close wounds(SC 48) works. This ability triggers automatically on death.

Lesser Healing: Sacrifice alternatively heals an ally as if by empowered healing wave or lesser restoring wave
Greater Healing: Sacrifice alternatively heals an ally as if by maximized healing wave or greater restoring wave
Superior Healing: Sacrifice heals an ally with a healing wave modified with both a lesser healing and greater healing effect.

Orange Spirit Wisp

This wisp’s orange luminescence flickers randomly, casting shifting shadows as it dims and brightens rapidly.

Guard: Target gains SR equal to 7/9/11/13 + disciple level or if target has SR, you can instead give a +1/2/3/4 bonus to their existing SR.

Sacrifice-Counterspell: The orange wisp flashes brilliantly and then vanishes. When a spell or spell-like ability targets the guarded target or an area including the target (after piercing the targets spell resistance, if applicable), make a disciple level check against DC 10+caster level to negate the ability. If you use this on an ability that is not a SLA or spell, it fails (although you don't lose the action and nothing happens).

Mystic Insight: The spirit wisp gains the ability to detect spells. It can make Spellcraft checks with a bonus equal to disciple level + your Wisdom modifier. It can detect and identify any spell it can see or affects anything within a 60 foot radius.
Resilience: Even when enemy spells break through the guard target’s spell resistance, the wisp is able to reduce the strength of the effect. When an enemy affects the guard target with a spell or spell-like ability the target gains a +2 bonus on saving throws and reduce the effective caster level of the ability by 2 only for determining how the spell or SLA affects the target only.
Mystic Perserverence: If counterspell fails to negate the spell or spell-like ability, the wisp is not destroyed by the sacrifice.

Violet Spirit Wisp

This wisp flutters around while glowing with a mysterious deep violet light.

Guard: Target gains a +1 bonus to saving throw DCs and a +0/1/2/3 bonus to caster level for the purpose of spells and spell-like abilities.

Sacrifice: Amplify: The violet wisp temporarily turns bright silver, then back to violet, then fades. The guard target’s spell or spell-like ability is either empowered or the DC of the spell is increased by 3. The violet wisp stays silver until after the spell is finished casting, dying after casting is finished. If the casting is interrupted the wisp is not destroyed.

Arcane Penetration: When amplify is used, the spell or spell-like gains a +12 bonus to pierce spell resistance.
Remnant Blessing: After the wisp uses sacrifice, the target gains a +2 circumstance bonus to caster level and +1 circumstance bonus to DCs for 3 rounds.
Arcane Mastery: Amplify can be used to twin or quicken (as the metamagic feat) the spell or SLA or increase the DC by 5. Note: This can be used on channels (as they are SLAs). However, if you twin a channel and the channel has a energy point or spirit charge cost you must pay twice the normal cost (including extra costs from overchanneling or casting a silent channel). For example, overchanneling a twinned summon spirit wisp to summon two greater spirit wisps would cost 10 energy points and 6 spirit charges (however the overchanneling would provide the effect of two meditations). Wisps summoned with a twinned channel (through shadow reflection or spirit breaker) can be of different colors (however spirit breaker must still target 1 creature). You cannot overchannel a quickened channel.

Red Spirit Wisp

This spirit wisp spins around violently with an angry red glow.

Summons a least/lesser/greater/radiant red spirit wisp at the cost of 1/2/3/4 spirit charges.

Guard: An ally guarded by a red spirit wisp gains a +1/2/3/4 circumstance bonus on attack and damage rolls.

Sacrifice-Vengeance: Explode into a shower of red sparks, causing an enemy within 5 feet/level to be engulfed in fiery energy. Deals 1d4/1d6/1d8/1d10 damage/level to an enemy for a least/lesser/greater/radiant wisp, reflex half. Damage is dealt before the current action the target is taking. This ability triggers automatically if the wisp dies.

Critical Edge: Guard also doubles critical range of attacks. Stacks with keen edge or improved critical.
Power Critical: Guard adds +10 to critical confirmation rolls.
Persistent Fury: After wisp is destroyed by sacrifice, guard target receives double normal benefit for 1 round.

Yellow Spirit Wisp

This bright yellow wisp zig zags back and forth rapidly.

Guard: Add a +5/10/15/20 foot circumstance bonus to an ally’s movespeed, and a 1/2/3/4 circumstance bonus to attack rolls and reflex saves.

Sacrifice-Evade: Reroll a failed reflex saving throw. Add your Wisdom modifier as a bonus to the saving throw.

Haste: When making a full attack, the guarded creature can make one extra attack with any weapon he is holding. Does not stack with attacks gained from other other haste effects.
Lightning Evasion: Sacrifice also gives evasion. If the target already has evasion, gives improved evasion.
Accelerate: When guarding, give up normal benefit for one round to give target a free move action.



Bonus Feat: You gain a bonus feat, which can be any feat from the life disciple feat list.

Positive Energy Affinity At 4th level, you suffer none of the negative effects of the positive energy plane. You also gain one energy point per round on the Positive Energy Plane.

Wisp Mastery(Sp): At 8th level you gain the ability to summon a spirit wisp without expending spirit charges. With this ability you can summon a spirit wisp that lasts indefinitely. You can only have 1 wisp summoned at a time with this ability. Summoning a wisp in this way takes 3 rounds. Summoning a new wisp with this ability causes the old one to be destroyed. At 18th level you can summon 2 wisps at a time with this ability.

Swift Meditation: At 10th level, you can meditate as a move action. However, you only recover 1 energy point and gain 1 charge.


Positive Energy Aura: At 12th level, you radiate an aura that affects all allies within 60 ft. This aura protects them from the negative effects of the positive energy plane. Each time an ally is hurt by negative energy damage, reduce the amount damage by your healing wave heal amount. Additionally, allies get a bonus on saving throws vs death effects equal to the number of die of your healing wave.

Summon Spirit Dragon(Su): At 14th level a life disciple is able to summon a spirit dragon. A spirit dragon is a powerful being of positive energy. Despite its name and appearance, a spirit dragon has no relation to actual dragons, it just chooses to take their form. Summoning a spirit dragon takes 10 minutes and can be done 1/day. A lot of energy is required to summon a spirit dragon, and so a life disciple must expend 4 energy points to do so. These energy points are invested in the spirit dragon, effectively permanently reducing the maximum amount of points a life disciple can have by 4. If the spirit dragon dies the disciple does not recover the invested points but the maximum number of energy points they can have returns to normal. A life disciple can communicate telepathically with its spirit dragon on the same plane within 1 mile/level. Spirit dragons are not considered summoned creatures for the purposes of effects that target summoned creatures. Spirit dragons last until they are killed. You can only have 1 spirit dragon at a time. Summoning a new one returns the old one back to the positive energy plane. A spirit dragon is described below.

Spirit Dragon:

HD: Has a number of HD equal to the life disciple’s HD, except use Wisdom to health
Type: Incorporeal outsider
Speed: 100 feet flying (good)
AC: 30 (+5 Dex, +10 deflection, +5 natural armor) touch 25, flat-footed 25
Size: Medium
BAB/Grapple: 14 / 18
Attack: bite +19 melee (2d8+14) and 2 wings +17 (2d6+9)
Space/Reach: 10 ft/5 feet
Special Qualities: Spirit Dragon Traits, Scintellating Scales, Mist Breath, Chromatic Bolts, Healing Touch, Protection Aura, Tongues, SR = 18 + level
Abilities: Str --, Dex 20, Con 20, Int 12, Wis 20, Cha 16
Saves: Fort +18, Ref +18, Will +18
Alignment: Neutral Good
Skills: Spot +20, Listen +20, Heal +15

Scintillating Scales: A spirit dragon has shimmering chromatic scales. Gives a +5 natural armor and +10 deflection bonus to AC.

Mist Breath(Su): A spirit dragon can breath a 30 foot cone of a silver mist. Affects incorporeal and corporal creatures normally. All creatures take 1d3 damage/HD and must make a Will save or fall asleep (DC as if disciple was casting a level 7 channel) for 1 round/level. Has a cooldown of 1d4 rounds.

Chromatic Bolts(Su): As a standard action a spirit dragon opens its mouth to fire 1d2+1 magic force bolts at a target within 70 feet. Each bolt deals 3d4 points of damage and randomly has one of the following effects.

Red: Target takes -1 penalty to attack and damage rolls for 1 round.
Orange: Target takes -1 penalty to saving throws against spells and SLAs for 1 round.
Yellow: Target takes -1 penalty to Reflex saves and -5ft movespeed for 1 round.
Green: Target takes -1 penalty to Fortitude saves for one round and spirit dragon heals 5 hp.
Blue: Target takes -1 penalty to AC and Will saves for one round
Violet: 20% chance to affect target as if by greater bestow curse (as if cast by disciple, for DC treat as 7th level effect)

Healing Touch(Su): As a standard action a spirit dragon can cast heal, as the spell. Caster level equal to spirit dragon HD. Cannot cast for one minute after usage.

Protection Aura(Su): A spirit dragon exudes a 10ft radius aura of magic circle against evil (http://www.d20srd.org/srd/spells/magicCircleAgainstEvil.htm).

Tongues(Su): A spirit dragon can speak as if by a tongues spell.

Spirit Dragon Traits:
-Darkvision 60 feet
-Incorporeal
-Immune to poison, disease, mind-affecting effects, ability damage, ability drain, petrification, blindness, sickened, nauseated, and negative effects of the positive energy plane
-does not need to eat, breathe, or sleep



At levels 16, 18, and 20 the deflection bonus granted by scintellating scales increases by 1 and all the spirit dragon's base saves increase by 1. At levels 15, 17, and 19 it gains an additional +2 bonus to all attributes and increase the amount of chromatic bolts to 1d3+1, 1d4+1, and 1d3+2, respectively.

Spirit Transformation(Ex): At 20th level, you become a celestial being of positive energy. You transform as if by Visage of the Deity, Greater (SC 231), except the effect is permanent.




Channels:


Cost: Some life disciple channels have an energy point cost to use.

Healing Wave Modifiers: These life disciple channels modify the life disciple's healing wave. These channels have an effective spell level equal to the effective spell level of healing wave (which is one half disciple level rounded down).


Least Channels:
Empowered Healing Wave
Eyes of Light
Flare
Healing Arrow
Light Wave
Lesser Restoring Wave
Orbs of Light
Refraction
Remove Fear
Resurgence
Spiritual Weapon


Lesser Channels:
Blinding Radiance
Celestial Wings
Chain Healing Wave
Clarity of Mind
Dispel Magic
Maximized Healing Wave
Greater Restoring Wave
Panacea
Resurgence, Mass
Vitality Shield
Siphon Link
Spirit Bane
Wall of Light

Greater Channels:
Heal
Lifesight
Quickened Healing Wave
Magic Breaker
Plane Shift
Spirit Breaker
Spirit Dance
Shadow Breaker
Shadow Wisp
Siphon Vortex
Sword of Revealing Light


Radiant Channels:
Chaos Infliction
Dual Healing
Energize
Flash
Freedom
Radiant Storm
Spirit Binding
Spirit Storm
Undeath's Eternal Foe


Least Channels

Empowered Healing Wave
Least; wave modifier

Your healing wave is noticeably brighter and courses with more energy. Multiply the total healing amount by 1.5

Eyes of Light
Least; 1st

Your eyes seem to glow slightly, giving you 60 ft darkvision and a +10 bonus on Spot checks for 24 hours, or until you unprepare this channel. You also become immune to being dazzled and add Wisdom to any saving throws to resist blindness

Flare
Least; 1st

With a flick of your fingers you send a mote of light to explode into tiny sparks in a 5 foot burst, up to 25 feet + 5 ft/2 levels away. This causes all creatures in the area to be dazzled for 1 minute. Casting this channel is a swift action.

Healing Arrow
Least; wave modifier

Instead of a stream of energy, you change your healing wave into a shining arrow. This increases the range of your healing wave to 120 feet. It also gives you a +6 bonus on the attack roll if you use this to target an enemy.

Lesser Restoring Wave
Least; wave modifier

Your healing wave heals normally and also affects the target as if by lesser restoration.

Light Wave
Least; wave modifier

Transforms your healing wave into a searing beam of light. Instead of healing it deals damage and dazzles the target for 3 rounds. Against undead creatures roll d10s instead of d6s.

Orbs of Light
Least; 2nd

Cast Nimbus of Light, as the spell (SC 148). However, you can only summon up to three orbs of light with this channel. Casting this channel while you already have 3 simply refreshes the duration on the oldest orb. Additionally, the orbs also can hold a little bit of energy. As long as you have at least one orb of light, increase the maximum amount of energy points you can have by 1 (having more than one orbs doesn't have an additional effect).

Refraction
Least; 2nd

Shimmering specks of light deflect ranged attack rolls as the spell entropic shield (http://www.d20srd.org/srd/spells/entropicShield.htm).

Remove Fear
Least; 1st

Cast remove fear (http://www.d20srd.org/srd/spells/removeFear.htm), as the spell.

Resurgence
Least; 1st

One creature within 5ft/level gets a second attempt at a saving throw, as if by the spell resurgence (SC 174).

Spiritual Weapon
Least; 2nd

Cast Spiritual Weapon (http://www.d20srd.org/srd/spells/spiritualWeapon.htm), as the spell. You summon a warhammer with this ability.


Lesser Channels

Blinding Radiance
5th; lesser

One of your spirit wisps expands into a brilliant corona of light that surrounds an ally. You must target this channel on a spirit wisp within 25 ft + 5 ft/level. All creatures are considered blinded for the purposes of seeing the wisp and any ally it is guarding. They can still pinpoint what square they are in, but otherwise your ally has total concealment from them. You are immune to being blinded from this ability, but your other allies are not. This spell does not function in a darkness spell of 6th level or higher. This channel lasts for 1 round and is cast as a swift action.

Celestial Wings:
Lesser, 4th

You grow a pair of shining silver wings. You can fly at a speed equal to your base land speed with good maneuverability for 24 hours, or until you unprepare this channel.

Chain Healing Wave
Lesser; wave modifier

Your healing wave can bounce to other targets. Your healing wave can affect an additional 1 target per 5 levels within 60 feet, requiring another ranged touch attack if necessary.

Clarity of Mind
Lesser, 4th

You gain the benefit of clarity of mind, as the spell for 24 hours, or until you unprepare this channel.. (SC pg 46).

Dispel Magic
Lesser; 5th

This channels acts as the spell dispel magic, except without the limit on the caster level check.

Greater Restoring Wave
Lesser; wave modifier

As lesser restoring wave, except heals 3d4 points of ability damage, 1 negative level, and 1 point of ability drain.

Maximized Healing Wave
Lesser; wave modifier

Your healing wave is a surge of brilliant energy. All rolls become the maximum possible amount.

Panacea
Lesser; 4th

Cast panacea (SC 152), as the spell.

Resurgence, Mass
Lesser; 4th

Cast resurgence, mass, as the spell (SC 175).

Siphon Link
Lesser; 5th

This channel links the life force of two creatures, living or undead. The targets must be within 10 ft/caster level and no more than 30 feet apart. If you target two living creatures or two undead creatures, you can siphon life from one target to the other. One target takes damage equal to your healing wave and the other is healed for that amount of damage the target took. You can also transfer one of the following physical conditions: blindness, deafened, diseased, poisoned, exhausted, fatigued, nauseated, or sickened. This causes the condition to be removed from one target and given to the other. The receiving target can make a fortitude save to negate this effect and half of the damage. Alternatively you can use this to connect a living and undead creature. By doing this you briefly combine their life forces, causing a powerful shock to both creatures as their positive and negative life forces mix and weaken each other. They must succeed on a fort saving throw or be stunned for one round (this can stun undead creatures even though they cannot normally be stunned). They also both take damage equal to your healing wave.

Cost: If you successfully transfer a physical condition it costs an extra 2 energy points. If you do not have these energy points available the transfer fails.

Spirit Bane
Lesser; 5th

One creature within 25 ft + 5ft/2 levels must make a Will save or suffer from bestow curse (http://www.d20srd.org/srd/spells/bestowCurse.htm), as the spell. However, the effect only lasts for 1 round/level.

Vitality Shield
Lesser; 4th

You can cast death ward as the spell, except can only target yourself.

Wall of Light
Lesser; 5th

As wall of light, except creatures must make a Fortitude saving throw when passing through the wall or be blinded for 1 round. You can have a maximum of two walls in effect at one time.


Greater Channels

Heal
Greater; 6th

Cast heal as the spell.

Lifesight
Greater; 6th

You can easily perceive the life forces of other creatures, sensing living creatures as small flames of positive energy and undead creature as small dark voids. This works as the blindsense ability, except only working on living and undead creatures. You can also immediately sense their affinity for positive energy, if they are healed or damaged by positive energy. This ability has a range of 10 feet/level and lasts for 24 hours, or until you unprepare this channel.

Magic Breaker
Greater; 8th

Cast break enchantment (http://www.d20srd.org/srd/spells/breakEnchantment.htm) as the spell, except without the +15 max caster level, and this channel can remove effects that are 8th level or lower. This is an exception to the rule that casting a channel is a standard action. You can also use this channel as the dispel magic channel, except with a +4 bonus on check.

Plane Shift
Greater; 7th

This spell functions like plane shift, greater (SC 159) , except you can only travel to the positive energy plane or the material plane.

Quickened Healing Wave
Greater; wave modifier

Cast healing wave as a swift action.

Shadow Breaker
Greater; 8th

A giant orb of light grows and then explodes as illusions, shadows, and invisibility effects are destroyed in a massive area. This spell can originate in a burst of light up to 10 feet/level away and affects a 60 foot burst. Any magical effects of 7th level and lower that cause or create invisibility, darkness, and illusions are destroyed (this is treated as a light spell of 8th level for the purposes of countering and dispelling magical darkness). Make a caster level check against all magical effects of this type that are 8th level or higher within this area against DC 11 + caster level. If successful the effect is negated.

Shadow Reflection
Greater; 7th

You summon a shadow wisp (described here (http://www.giantitp.com/forums/showthread.php?t=258097)). You can summon the shadow wisp at any spot within 10 feet/level, including hovering around an enemy's head. A shadow wisp is considered a spirit wisp or the respective grade of the copy for the purposes of your abilities (only the color ability is different).

Cost: 1/2/3/4 points for a least/lesser/greater/radiant shadow wisp.

Spirit Breaker
Greater; 8th

This channel sends a shattering force at an enemy's soul or animating force, draining energy to create a spirit wisp. One enemy within 10 feet/level is stunned and takes a -6 penalty to all ability scores for 1 round. This ability can stun creatures that are normally immune to stunning, such as undead and plants. A fortitude saving throw negates the stun. This channel then creates a spirit wisp as if summoned by a spirit wisp summon ability. This ability does not affect constructs.

Cost: A number of energy points equal to the number of spirit charges normally required to summon the spirit wisp.

Spirit Dance
Greater; 6th

Streams of green energy arc out in a 60 foot radius centered on you. All spirit wisps/spirit dragon are affected as if by a heal spell. Additionally, you and all allies in the area gain 2 spirit charges.

Cost: 2 energy points

Siphon Vortex
Greater; 7th

You create a giant vortex that sucks the life out of all creatures in the area. This vortex has a 30 foot radius centered on a point within 10 ft/level. All living creatures in the area take 1d6 damage/2 levels. A Fortitude saving throw reduces this by half. The vortex can continue for up to 1 round/2 levels, causing additional damage and saving throws. The vortex can no longer function once it becomes saturated and has absorbed 5 hp/level. Targets closest to the vortex are affected first (if two creatures are equally close, you can determine which is affected first). As a move action on your turn you can send the vortex to a location within 5 ft/level and target a single creature or detonate it in a 5 ft radius burst. All living/undead creatures in the burst are healed/damage by an amount equal to the total hit point absorbed divided by the amount of creatures affected. Undead are allowed a will saving throw for half damage.

Sword of Revealing Light
Greater; 7th

This spell creates a sword of revealing light. This can be done two different ways. Either this spell is cast on an existing sword (must be a longsword), or you can create a new sword of revealing light. If you cast this on an existing longsword, increase the enhancement bonus by 1 per 4 levels and gives it the holy property, otherwise you create a masterwork longsword that has an enhancement bonus of 1 per 4 levels and has the holy property. A sword of revealing light lasts for 1 hour/level and only functions for you. You can only have one sword of revealing light at a time; casting this channel again ends the effect of the previous casting. You are automatically considered proficient with a sword of revealing light. When making attacks with a sword of revealing light, ignore concealment. You can also add your Wisdom modifier to attack and damage instead of Strength. As a standard action you can cause your sword to glow a brilliant white and make a single melee touch attack against a foe. This attack deals no damage but blinds the target for 1d4 rounds. This special attack can only be used once every four rounds. As a standard action you can destroy the sword of revealing light to create an effect as sanctuary, mass, except it only lasts for 3 rounds.

Radiant Channels

Chaos Infliction
Radiant; 9th

You gather spirit energy and send it in a powerful surge towards an opponent. This channel allows you to transfer your spirit charges to a single enemy within 10 ft/level. You lose all your spirit charges, and your enemy gains a corresponding amount of negative spirit charges. A negative spirit charge imposes a -1 penalty to AC, saves, and Concentration checks. This channel also deals 1d6 damage/level. Your enemy can make a Reflex, Will, and Fortitude saving throw. Each successful save reduces the amount of negative spirit charges they receive by 1/3 of the total amount (rounded down). (Note: evasion and mettle does not allow the target to avoid the entire effect if they succeed on one of the Fort, Reflex, or Will Saves). You can choose to put a limit on the number of spirit charges transferred; ensuring that you hold onto a minimum amount. The target's body can naturally expel negative spirit charges at a rate of one negative spirit charge per round, at the beginning of their turn. As a free action you can also choose to end this channel, causing the effect to end. When the target loses these negative spirit charges, you can recover the energy, gaining a corresponding amount of normal spirit charges. If you cast this channel again, the effect stacks, adding more negative spirit charges to the target.

Dual Healing
Radiant; wave modifier.

This channel allows you to modify a healing wave with two other healing wave modifiers you have prepared. For example, you could cast a chained greater restoration healing wave to heal multiple party members of a condition, or use a maximized light wave to deal damage to foes. Quickened healing wave cannot be used to make casting dual healing a swift action.

Energize
Radiant; 8th

Cast this channel as a swift action. You recover 3 energy points.

Flash
Radiant; 8th

As an immediate action teleport yourself or an ally 5 feet/level. If Flash is used in response to an attack, the attack has a 50% miss chance. If you spend 2 energy points, the attack is completely dodged.

Freedom
Radiant; 9th

Cast Freedom (http://dungeons.wikia.com/wiki/SRD:Freedom), as the spell.

Radiant Storm
Radiant; 9th

Rays of shining light rain down on a massive area, causing huge amounts of damage. This channel creates a shapeable area centered 100 ft + 10ft/level away comprising of two 10 ft cubes/level. This channel starts with a brilliant flash, blinding all creatures in the area for 3 rounds unless they succeed on a Fortitude save. Then rays of light rain down, all creatures in the area are hit by 1d4 rays of light. Make a ranged touch attack for each attack (enemies that are blinded suffer reduced AC accordingly) with a +6 bonus on the attack roll. Each ray deals 1d6 damage/2 levels. You can also target up to 1 enemy/5 levels with a brilliant sunbolt that also requires a ranged touch attack. If the sunbolt hits the enemy they must make a Will save or be stunned for 1d4 rounds. Undead can be affected by the stun.

Cost: 6 energy points

Spirit Bind
Radiant; 9th

This spell completely binds a target's magical abilities. One enemy within 10 feet/level must succeed on a Will saving throw or be be cursed as if by greater bestow curse (SC 27), except instead of the normal effects be unable to use any spells, SLAs, or supernatural abilities for 1 round/level.

Spirit Storm:
Radiant; 9th

A whirlwind of brilliant energy rages around you. All spirit wisps in the area quadruple in size, sending tendrils of crackling lightning, tinted with their respective color, upward to merge with the maelstrom. Atleast 4 spirit wisps are required in the area in order to fuel energy for this channel. All enemies in an 100 foot radius take 1d6 points of damage per level. The spirit energy washes over allies, so that all allies are considered guarded by the respective color of each wisp in the storm for 4 rounds after the storm dissipates. Unlike normal, wisps of the same color can stack bonuses with a maximum of 2 of the same type stacking (however, ignore the guard effect of a wisp that is guarding an ally that is already receiving the guard bonus of that wisp from the spirit storm).

Cost: 1 energy point for each wisp adding an effect to the spirit storm.

Undeath's Eternal Foe
Radiant; 9th

Cast Undeath's Eternal Foe (SC 226) as the spell.

Road_Runner
2012-07-01, 04:48 AM
Feats


Channel Penetration
Benefit: Your channels penetrate spell resistance more easily, granting a +2 bonus to beat a creature's spell resistance.

Greater Channel Penetration
Prerequisite: Channel Penetration
Benefit: Your channels penetrate spell resistance even more easily, granting an additional +4 bonus to beat a creature's spell resistance. Does not stack with Channel Penetration.

Intuitive Accuracy
Benefit: You can use your Wisdom modifier instead of your Dexterity modifier for the purpose of ranged attack rolls when using channels or your healing wave.

Spirit Resilience
Benefit: Your spirit wisps and spirit dragon become more resilient, granting a +1 increase in SR and +3 insight bonus to AC and saves.

Improved Spirit Resilience
Prerequisite: Spirit Resilience
Benefit: Your spirit wisps and spirit dragon become more resilient, granting a +2 increase in SR and +6 insight bonus to AC and saves. Does not stack with Spirit Resilience.

Spirit Summoning Mastery
Prerequisite: Improved Spirit Resilience, Wisp Mastery I
Benefit: You can summon 1 extra wisp than normal with the Wisp Mastery ability. However, this extra spirit wisp comes at a cost, and requires an energy point investment equal to the normal spirit charge cost (energy point investment described in summon spirit dragon class feature). In addition, you gain the abillity as a standard action to teleport any spirit wisp you have summoned adjacent to you. This ability costs 2 energy points.

Extra Channel
Benefit: In addition to your normal channels you can prepare one extra channel. This channel can be any grade you had available three levels ago. If you take this feat more than once, you only get a channel you had six levels ago with the second feat, and so on. If you only have access to least channels you get an extra least channel.
Special: You can take this feat multiple times.

Increased Capacity
Benefit: Increases the maximum number of energy points and spirit charges you can have by 2
Special: You can take this feat multiple times

Empower Channel
Prerequisite: 6th level disciple
Benefit: By expending 2 energy points, you can empower one channel. You can only empower a channel of one grade less than the maximum grade channel you can cast. You can only use this ability once every four rounds.

Maximize Channel
Prerequisite: 9th level disciple
Benefit: By expending 3 energy points, you can maximize one channel. You can only maximize a channel of one grade less than the maximum grade channel you can cast. You can only use this ability once every four rounds.

Quicken Channel
Prerequisite: 12th level disciple
Benefit: By expending 4 energy points, you can quicken one channel. You can only quicken a channel of one grade less than the maximum grade channel you can cast. You can only use this ability once every four rounds.

silphael
2012-07-01, 06:38 AM
I think you're missing an HD... Otherwise, that seems like an interresting class.

Noctis Vigil
2012-07-01, 07:32 AM
Looks pretty interesting. Still needs a lot of polish, though. My biggest note at the moment is that very few of the class abilities of spirit wisp abilities have an action time listed at the moment. Is my healing wave a full round action? A standard action? Does augmenting a channel increase the casting time? Does a spirit wisp sacrifice itself as a move action? An immediate action?

Other things: can you talk to spirit wisps? Is shadow breaker a ranged burst or is it centered on you? How does siphon link effect two undead or a living and an undead? As written, vitality shield currently makes you immortal for 24 hours. Flash is not worth radiant level, Ardents get a 1st level psionic power with a greater effect; I suggest making this lesser. Absorption field is also leveled a bit high in my opinion; I'd make it greater, and also specify if it effects you and your ally's healing powers or not. Oh, and define an area of attack for the red spirit wisp's sacrificial attack.

Also there are plenty of dead levels here; if you can't think of anything to put in them, you can always give them a scaling bonus to the Heal skill, or the item creation ability Warlocks gain at level 12 or 14 (I forget which off the top of my head). Oh, and these guys are suffused with positive energy, giving them fast healing that they can activate or deactivate at will is in no ways overpowered or out of line, and is quite thematic (heck, granting everything in their aura fast healing 1 or two isn't broken either). Also, as written the first two sacrificial abilities for blue wisps are the same with different wording.

As for spirit wisps, they're cute and all, but I'd make them a separate ability from channels (just give them a daily pool of spirit points) and increase their power drastically. Keep meditation as letting you get more points, but as of right now, I just don't see them being useful enough. As for the current setup with meditation, it forces you to sacrifice a turn in combat for a miniscule bonus, which you must then sacrifice to grant a different miniscule bonus. This is an incredibly inefficient setup. For how long it takes to get spirits out, you could double the bonuses they offer and they still wouldn't be worth it, or just let the party Wizard cast multiple castings of mass buff spells on the whole lot of you. Further, after all that effort just to bring them into play (a minimum of two turns wasted meditating and summoning, three if you're going for the strong ones) you give them abilities for sacrificing themselves that are just laughable. I mean, really, The green wisp's sacrifice could be the equivalent of raise dead and it wouldn't be broken. Finally, what is your reasoning for not letting you have these wisps out of battle? I mean, I can think of several new wisp varieties off the top of my head that grant powers that are useless in combat but great out of combat (like a bonus on skill checks, for example).

Aside from the spirit wisp's questionable usefulness, the class looks like good. High tier 4/low tier 3, about on par with the Warlock. I look forward to the finished product! :smallsmile:

Road_Runner
2012-07-06, 07:30 PM
Just posting to say the class is now finished! (I fixed a lot of errors, added in clarification in some spots and changed a lot of class features and abilities). I still appreciate any comments and suggestions!

Thanks Noctis Vigil and silphael for the comments so far.



...

As for spirit wisps, they're cute and all, but I'd make them a separate ability from channels (just give them a daily pool of spirit points) and increase their power drastically. Keep meditation as letting you get more points, but as of right now, I just don't see them being useful enough. As for the current setup with meditation, it forces you to sacrifice a turn in combat for a miniscule bonus, which you must then sacrifice to grant a different miniscule bonus. This is an incredibly inefficient setup. For how long it takes to get spirits out, you could double the bonuses they offer and they still wouldn't be worth it, or just let the party Wizard cast multiple castings of mass buff spells on the whole lot of you. Further, after all that effort just to bring them into play (a minimum of two turns wasted meditating and summoning, three if you're going for the strong ones) you give them abilities for sacrificing themselves that are just laughable. I mean, really, The green wisp's sacrifice could be the equivalent of raise dead and it wouldn't be broken. Finally, what is your reasoning for not letting you have these wisps out of battle? I mean, I can think of several new wisp varieties off the top of my head that grant powers that are useless in combat but great out of combat (like a bonus on skill checks, for example).

Aside from the spirit wisp's questionable usefulness, the class looks like good. High tier 4/low tier 3, about on par with the Warlock. I look forward to the finished product! :smallsmile:

I took your advice and added in some class features and wisps are now a separate ability. I actually intended meditation to be used largely with overchannel; this allows you to summon your wisps without sacrificing significant combat time, because you can get spirit charges while casting other channels. You definitely have enough energy points to be overchanneling for the first few rounds of combat, meditation by itself is only intended for when you run out of energy points later on in a fight. Having wisps that help out of combat is an interesting idea, maybe I'll add some of those later.

I'm curious what people think of the power level/tier of this class is now. Any estimations?

Noctis Vigil
2012-07-09, 12:52 AM
Looks very good now, I love Wisp Mastery. I do have a bunch of stuff I saw that needs some work though.

For Spirit Dragon, you need to specify if it has a duration or not, if you can have only one summoned at a time or not, and if there is a limited distance on their telepathy. As written you can sacrifice 16 energy points to have two of them summoned at the same time, they last indefinitely, and you can communicate telepathically with them at any distance (even across planes), meaning you never actually have to go anywhere again, you can just send a dragon in your place and you'll always know where they are and be able to control them perfectly via telepathy. Also, the trait "incorporeal" is misspelled. Oh, and his Touch and Flat-Footed ACs should be 24 (pretty sure you forgot to subtract the size mod off them). And where is the +5 armor AC coming from? I don't see it listed in the abilities anywhere. The "attack" line for him is empty (although if it's the same as an actual dragon it would probably be a bite, two to four claws, two wings and a tail, though he's incorporeal so he wouldn't be able to hit corporeal creatures). Also, pretty sure incorporeal creatures don't have a Strength score, and use their Dexterity score instead. Space/Reach section is borked, you need to fix that (large-size dragon would be 10 feet wide and 15 long, I think, but sizes have always messed me up). For Chromatic Bolts, why must every bolt be a different color? And why not let the number of bolts scale with level? For Mist Breath, why only one use per encounter, instead of every 1d4 rounds like a normal dragon's breath?

Under feats, you have a copy pasta error under Maximize Channel. Also, you should specify that Greater Channel Penetration and Improved Spirit Resilience stack with their earlier versions.

Lastly, a suggestion: a feat (or feat chain) to lower the cost of summoning spirits, or perhaps one color of spirits. Also, you should probably make a few more Channels of each strength, as there's only 35 of them at the moment.

Anyways, looks good! An interesting class. Still ranks in the T3-4 level by my estimates. Most invocation users are in this range, because the cost of unlimited uses is weaker powers most of the time. If you want it T2, you'll need a lot more Channels to choose from.

EDIT: Hoo boy, just went through the list of Channels and that needs to be rePEACHed. Will go through them a bit later in depth, but the one thing that jumps out immediately is that Lesser and Greater Restoring Wave are in the Lesser Channel section. I saw some other errors, but I'll go over them all in depth before posting about them.

Road_Runner
2012-07-13, 12:26 AM
Looks very good now, I love Wisp Mastery. I do have a bunch of stuff I saw that needs some work though.

For Spirit Dragon, you need to specify if it has a duration or not, if you can have only one summoned at a time or not, and if there is a limited distance on their telepathy. As written you can sacrifice 16 energy points to have two of them summoned at the same time, they last indefinitely, and you can communicate telepathically with them at any distance (even across planes), meaning you never actually have to go anywhere again, you can just send a dragon in your place and you'll always know where they are and be able to control them perfectly via telepathy. Also, the trait "incorporeal" is misspelled. Oh, and his Touch and Flat-Footed ACs should be 24 (pretty sure you forgot to subtract the size mod off them). And where is the +5 armor AC coming from? I don't see it listed in the abilities anywhere. The "attack" line for him is empty (although if it's the same as an actual dragon it would probably be a bite, two to four claws, two wings and a tail, though he's incorporeal so he wouldn't be able to hit corporeal creatures). Also, pretty sure incorporeal creatures don't have a Strength score, and use their Dexterity score instead. Space/Reach section is borked, you need to fix that (large-size dragon would be 10 feet wide and 15 long, I think, but sizes have always messed me up). For Chromatic Bolts, why must every bolt be a different color? And why not let the number of bolts scale with level? For Mist Breath, why only one use per encounter, instead of every 1d4 rounds like a normal dragon's breath?

Under feats, you have a copy pasta error under Maximize Channel. Also, you should specify that Greater Channel Penetration and Improved Spirit Resilience stack with their earlier versions.

Lastly, a suggestion: a feat (or feat chain) to lower the cost of summoning spirits, or perhaps one color of spirits. Also, you should probably make a few more Channels of each strength, as there's only 35 of them at the moment.

Anyways, looks good! An interesting class. Still ranks in the T3-4 level by my estimates. Most invocation users are in this range, because the cost of unlimited uses is weaker powers most of the time. If you want it T2, you'll need a lot more Channels to choose from.

EDIT: Hoo boy, just went through the list of Channels and that needs to be rePEACHed. Will go through them a bit later in depth, but the one thing that jumps out immediately is that Lesser and Greater Restoring Wave are in the Lesser Channel section. I saw some other errors, but I'll go over them all in depth before posting about them.

Oops... I looks like I could have read a little more carefully before I posted

Here are mistakes/clarifications/small adjustments I did (as per your suggestions):

-fixed typos/feats not stacking
-clarified spirit dragons to be limited to 1 at a time with unlimited duration and 1 mile/level telepathy on the same plan
-AC/strength/space and reach/lack of attack fixed and scaled chromatic bolts slightly and mist breath 1d4 round cooldown as normal for dragons
-lesser and greater restoring waves in right section

I also changed to Medium BAB... I like Sword of Revealing Light and I want the life disciple to be able to use it and I also think the life disciple might have issues landing healing wave on enemies with poor bab at high levels anyways.

I also have come up with several new channels:

Least:
flare
orbs of light
spiritual weapon

Lesser:
blinding radiance
wall of light

Greater:
shadow wisp
sword of revealing light

Radiant:
Chaos Infliction
Spirit Binding

Thank you Noctis for the comments and catching those mistakes, I really appreciate it :smallsmile:

More comments are welcome!

Noctis Vigil
2012-07-13, 02:46 AM
If you'd like, I can take the time to go through, review all your Channels one by one, and tell you what I think of them from the perspective of both a player and a GM. I love the class, it's a concept I've toyed with myself several times but never got a class nailed down for, and if any info I can give you would help make it better, I'm game.

Network
2012-07-13, 04:19 PM
It remembers me of someone who posted a similar thing on another forum.

In my opinion, infinite healing is never a good thing. Sure, that's the way fast healing works, but except if you're a monster with a high LA you can't have it before epic level (even then, it only works for yourself).

There's actually one class that lets you heal at will : the Dread necromancer, although it won't increase a lot by level, and the class is already weird otherwise. Even then, it's negative energy, so you loose a feat or your constitution score.

But, I admit, this class is still better than the other one I saw... I myself find it interesting.:smallwink:

TuggyNE
2012-07-13, 04:38 PM
In my opinion, infinite healing is never a good thing. Sure, that's the way fast healing works, but except if you're a monster with a high LA you can't have it before epic level (even then, it only works for yourself).

There's actually one class that lets you heal at will : the Dread necromancer, although it won't increase a lot by level, and the class is already weird otherwise. Even then, it's negative energy, so you loose a feat or your constitution score.

It's not tremendously difficult to set up Persistent (Mass) Lesser Vigor to get all-day fast healing, and even short of that, a fairly modest investment in wands of (Lesser) Vigor will get you quite far.

Nigh-infinite out-of-combat healing isn't as hard to get as you'd think.

Road_Runner
2012-07-13, 05:19 PM
If you'd like, I can take the time to go through, review all your Channels one by one, and tell you what I think of them from the perspective of both a player and a GM. I love the class, it's a concept I've toyed with myself several times but never got a class nailed down for, and if any info I can give you would help make it better, I'm game.


Yeah that would be great if you could review the channels, I'm glad you like the class!


It's not tremendously difficult to set up Persistent (Mass) Lesser Vigor to get all-day fast healing, and even short of that, a fairly modest investment in wands of (Lesser) Vigor will get you quite far.

Nigh-infinite out-of-combat healing isn't as hard to get as you'd think.

Yes, this was definitely an issue that occurred to me with making an invocation based healing class. If it's an issue with the DM I could see making a houserule that except in combat you can only heal up to half of max hp, and maybe this disappears at 6th level or something when out of combat healing become much more accessible?

Noctis Vigil
2012-07-13, 08:12 PM
Yeah that would be great if you could review the channels, I'm glad you like the class!

Yes, this was definitely an issue that occurred to me with making an invocation based healing class. If it's an issue with the DM I could see making a houserule that except in combat you can only heal up to half of max hp, and maybe this disappears at 6th level or something when out of combat healing become much more accessible?

Frankly, healing in D&D is a joke anyways. It's an incredibly inefficient use of resources during combat. If you're healing during battle, it's because the battle went way too far south and you're probably screwed anyways. I can count the number of times in-battle healing has happened at my table on one hand, and almost all of them were the spell Close Wounds. As for out-of-battle healing, big deal. You now have a few more HP each encounter, meaning the GM can throw tougher baddies at you to up the challenge without making it just mean, and you can face more stuff per day (and maybe actually force the party Wizard to use all his spells for once).

As for the Channels, a comprehensive PEACH will take time, something I sorely lack for at least a few days. I will post one, but not till at least Monday.

Network
2012-07-13, 10:14 PM
The other class was in many ways a better version of the Healer (from Miniature Handbook), and gained the same class features at a former level. It wasn't even intentional, but I didn't need more to point how the class was powerful.

As I said, the Life Disciple class is interesting. It remembered me of a bad class, but the features are way different.

To answer to Tuggyne, the vigor spell can't become permanent because it has a variable duration (it doesn't last 10 rounds, but 10 rounds + level up to 15 rounds) and isn't a personal spell. Otherwise, I won't argument on it.

TuggyNE
2012-07-14, 05:11 AM
To answer to Tuggyne, the vigor spell can't become permanent because it has a variable duration (it doesn't last 10 rounds, but 10 rounds + level up to 15 rounds) and isn't a personal spell. Otherwise, I won't argument on it.

Did I say permanent? I coulda sworn I said Persistent (http://www.d20srd.org/srd/divine/divineAbilitiesFeats.htm#persistentSpell). I.e., all-day mass out-of combat healing for one spell slot plus metamagic reduction of some sort.

Network
2012-07-14, 10:59 AM
Ok, I though the feat only applied to spells with a fixed duration, but it says a fixed range. My mistake.

Road_Runner
2012-07-27, 04:28 AM
Just posting about a few more minor changes:

-a lot of abilities were reworded better/slightly altered
-spirit storm now more on par with radiant storm
-siphon vortex changed a bit
-extra channel feats consolidated into a single version that parallels the warlock version

Lix Lorn
2012-07-28, 04:09 PM
First off, I really like the class!
Second off, a couple of formatting bits:
There's no comma between Summon Spirit Wisps and Healing Wave at first level, and Healing Wave isn't capitalised. Also, ay 9d6 and 10d6 it isn't Italicised.

Onto actual comments...
I don't like alignment requirements. Healing doesn't automatically mean good. Hurting things isn't evil, else every good character would need a Vow of Peace. Why should the reverse be true?
Imagine a selfish man with the power to heal, who lives in a mansion he bought with the profits of selling his divine touch. Why not make that possible?

Do channels suffer Arcane Spell Failure? SLAs normally don't, but Warlocks do.
I love Spirit Wisps. They are my single favourite part of the class. Like... ♥
However, they could use a little cleaning up. First off, it'd be easier (IMO) to put the Spirit Wisp spoilers underneath their ability.
Second, it's kinda... untidy. If I may...
Life Disciples have the unique ability to summon Spirit Wisps. A Life Disciple can summon a Spirit Wisp as a standard action that provokes attacks of opportunity, as a channel with an effective level of class level/2. It is compatible with Still Channel and Overchannel. Unlike normal Channels, you may summon Spirit Wisps without a four round delay, although they cost spirit charges to summon.

Spirit Wisps can be summoned up to 5ft/level away and last for one round/level. They are very small incorporeal beings made of positive energy, and appear as a glowing spark of light of about 5 inches in diameter. Spirit Wisps are not considered summoned creatures for the purposes of effects that target summoned creatures, and do not wink out in the presence of an antimagic field. Although all Spirit Wisps have the same base statistics, ethey have special abilities based on color. A Life Disciple can also communicate telepathically with Spirit Wisps within 100ft/level.

All Spirit Wisps have the ability to guard allies. When guarding an ally the Spirit Wisp occupies their square and floats around them, not dissimilar to an ioun stone. Guard bonuses from Wisps of the same color don't stack. All Spirit Wisps also have a sacrifice ability. The sacrifice ability destroys the Wisp but provides an immediate benefit to the guarded target. To begin with, a Life Disciple can summon only least spirit wisps, but gain access to lesser/greater/radiant spirit wisps at level 6/11/16 respectively. A Disciple can summon Wisps at will but must expend 1/2/3/4 spirit charges to summon a least/lesser/greater/radiant Spirit Wisp respectively. Spirit Wisps also have three extra abilities listed in their description. Lesser Spirit Wisps gain access to the first ability, greater Spirit Wisps gain access to the first two abilities, and radiant Spirit Wisps gain access to all three abilities. You gain access to three Spirit Wisps at level 1 (blue, red, and green), and three more at level six (yellow, orange and violet). Spirit Wisps are described in further detail below.

Now, through to spirit dragon is shiny, but the Spirit Dragon needs a little more. It needs its HD specified (I assume it's a Dragon, Incorporeal, but this needs to be said. It should also really have Incorporeal Traits and Dragon Traits seperately. (Also Scintillating is spelt wrong)
It also seems to scale badly. I feel like it might be a bit strong when you first get it, but will become irrelevant quickly. Whoops didn't see the bit under the spoiler.

But overall, awesome, just needs cleaning up.
I didn't look at the channels, I admit. There's a long list.

Road_Runner
2012-07-30, 11:55 AM
First off, I really like the class!
Second off, a couple of formatting bits:
There's no comma between Summon Spirit Wisps and Healing Wave at first level, and Healing Wave isn't capitalised. Also, ay 9d6 and 10d6 it isn't Italicised.


Thanks for noticing, fixed.


Onto actual comments...
I don't like alignment requirements. Healing doesn't automatically mean good. Hurting things isn't evil, else every good character would need a Vow of Peace. Why should the reverse be true?
Imagine a selfish man with the power to heal, who lives in a mansion he bought with the profits of selling his divine touch. Why not make that possible?


Good point, I changed from good only to non-evil. In the spirit of clerics being limited to what energy they can channel based on their alignment, I still would like to restrict the evil alignment, but I agree that there's no reason the class should be good only.



Do channels suffer Arcane Spell Failure? SLAs normally don't, but Warlocks do.


I thought about it, but I decided since the life disciple is a divine caster instead of arcane like the warlock, I thought it would make sense that they wouldn't have spell failure like other divine casters.



I love Spirit Wisps. They are my single favourite part of the class. Like... ♥
However, they could use a little cleaning up. First off, it'd be easier (IMO) to put the Spirit Wisp spoilers underneath their ability.
Second, it's kinda... untidy. If I may...
Life Disciples have the unique ability to summon Spirit Wisps. A Life Disciple can summon a Spirit Wisp as a standard action that provokes attacks of opportunity, as a channel with an effective level of class level/2. It is compatible with Still Channel and Overchannel. Unlike normal Channels, you may summon Spirit Wisps without a four round delay, although they cost spirit charges to summon.

Spirit Wisps can be summoned up to 5ft/level away and last for one round/level. They are very small incorporeal beings made of positive energy, and appear as a glowing spark of light of about 5 inches in diameter. Spirit Wisps are not considered summoned creatures for the purposes of effects that target summoned creatures, and do not wink out in the presence of an antimagic field. Although all Spirit Wisps have the same base statistics, ethey have special abilities based on color. A Life Disciple can also communicate telepathically with Spirit Wisps within 100ft/level.

All Spirit Wisps have the ability to guard allies. When guarding an ally the Spirit Wisp occupies their square and floats around them, not dissimilar to an ioun stone. Guard bonuses from Wisps of the same color don't stack. All Spirit Wisps also have a sacrifice ability. The sacrifice ability destroys the Wisp but provides an immediate benefit to the guarded target. To begin with, a Life Disciple can summon only least spirit wisps, but gain access to lesser/greater/radiant spirit wisps at level 6/11/16 respectively. A Disciple can summon Wisps at will but must expend 1/2/3/4 spirit charges to summon a least/lesser/greater/radiant Spirit Wisp respectively. Spirit Wisps also have three extra abilities listed in their description. Lesser Spirit Wisps gain access to the first ability, greater Spirit Wisps gain access to the first two abilities, and radiant Spirit Wisps gain access to all three abilities. You gain access to three Spirit Wisps at level 1 (blue, red, and green), and three more at level six (yellow, orange and violet). Spirit Wisps are described in further detail below.


Yes, spirit wisps are my favorite part too! Thanks for the formatting /rewording suggestions, I have implemented them so it looks better.




Now, through to spirit dragon is shiny, but the Spirit Dragon needs a little more. It needs its HD specified (I assume it's a Dragon, Incorporeal, but this needs to be said. It should also really have Incorporeal Traits and Dragon Traits seperately. (Also Scintillating is spelt wrong)
It also seems to scale badly. I feel like it might be a bit strong when you first get it, but will become irrelevant quickly. Whoops didn't see the bit under the spoiler.

But overall, awesome, just needs cleaning up.
I didn't look at the channels, I admit. There's a long list.

Oops, yeah I forgot monsters need a type. I also forgot to write this in: "despite their name and appearance, spirit dragons have no relation to actual dragons, they simply choose to take their form." I made it an incorporeal outsider instead.

Thanks for the comments, I appreciate it!

Lix Lorn
2012-07-30, 02:35 PM
Thanks for noticing, fixed.

Good point, I changed from good only to non-evil. In the spirit of clerics being limited to what energy they can channel based on their alignment, I still would like to restrict the evil alignment, but I agree that there's no reason the class should be good only.
Certainly better!
I've never been fond of that ruling. I don't use any alignment restrictions at all in my games because I think they're dumb.


I thought about it, but I decided since the life disciple is a divine caster instead of arcane like the warlock, I thought it would make sense that they wouldn't have spell failure like other divine casters.
Makes perfect sense, but you may want to spell it out. I'[ve always claimed that homebrew should be written as if the reader is dumb enough to need EVERYTHING explained, and smart enough to pounce on ANYTHING abusable.


Yes, spirit wisps are my favorite part too! Thanks for the formatting /rewording suggestions, I have implemented them so it looks better.
Glad to help!


Oops, yeah I forgot monsters need a type. I also forgot to write this in: "despite their name and appearance, spirit dragons have no relation to actual dragons, they simply choose to take their form." I made it an incorporeal outsider instead.

Thanks for the comments, I appreciate it!
Helps, no problem.

DracoDei
2012-08-01, 10:25 AM
The chart should list when they get access to each grade of channel.

DracoDei
2012-08-03, 02:04 PM
The way that the wisp's HD are calculated is odd, it seems to include racial hit-dice, which is nice since it levels the playing field, but maybe you meant for it to be based on class levels?

The sacrifice on the first color of wisps may need to be clarified as to if it is the Disciple's wisdom modifier or the wisp's. Then again, it could just be my tiredness.

On the sacrifice for the ones that can counterspell, it sounds like it creates a permanent duration, single use protective effect, rather than being something that goes off instantly.

Road_Runner
2012-08-04, 12:00 PM
The chart should list when they get access to each grade of channel.

Thanks, fixed.


The way that the wisp's HD are calculated is odd, it seems to include racial hit-dice, which is nice since it levels the playing field, but maybe you meant for it to be based on class levels?

Eh, you're right, that's not how I intended. Since its not unbalanced I'll just leave it.



The sacrifice on the first color of wisps may need to be clarified as to if it is the Disciple's wisdom modifier or the wisp's. Then again, it could just be my tiredness.

Thanks, fixed.



On the sacrifice for the ones that can counterspell, it sounds like it creates a permanent duration, single use protective effect, rather than being something that goes off instantly.

I'm not really sure what you mean, maybe it's just me but when I read it I don't understand how it could be construed that way.

Thanks for the comments, I appreciate it!

Road_Runner
2012-10-10, 07:20 PM
Hey guys, just posting to say that I made a an alternate version to the life disicple:

I present The Death Disciple. (http://www.giantitp.com/forums/showthread.php?t=258097).

Also I've made these changes to the life disciple:

10/10/12
-radiant storm damage changed to be more consistent, (1d4-1 rays to 1d2+1)
-spirit storm is changed; now deals more damage but doesn’t curse enemies, and provides a beneficial protective effect to allies.
-shadow wisp channel name changed to shadow reflection, now creates a wisp as per the death disciple class.
-red wisp changed so that damage scaled slightly better (to parallel the damage scaling that shadow wisps have for their sacrifice)
-changed spirit binding to be a permanent curse instead of 1 round/level.

Re'ozul
2012-10-20, 01:12 PM
While I'll probably post an actual opinion on the class later (as I really like it) I have one question right from the start:

Do healing wave modifying channels also fall under the "once in four rounds" rule or are they exempt as they are just modifiers?

Road_Runner
2012-10-20, 10:17 PM
While I'll probably post an actual opinion on the class later (as I really like it) I have one question right from the start:

Do healing wave modifying channels also fall under the "once in four rounds" rule or are they exempt as they are just modifiers?

I originally had them as specifically exempt from the "once in four rounds" rule, but at the request of my DM (since I was playing the class) I deleted that exemption. I don't think it would be too strong to play it with that exemption. I'm glad you like the class!

Road_Runner
2013-03-22, 02:50 PM
Changes:

-wisps can stack now, but after 1 they count as 1 grade less for the purpose of the standard guard bonus.
-positive energy aura class feature
-some bonus feats and positive energy aura class feature added.
-wisp mastery feat has callback ability
-shadow reflection changed (this was changed a while ago, forgot to link the class).
-magic breaker can now be used as break enchantment or a slightly better version of dispel magic.