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ErrantX
2012-12-09, 02:12 PM
Be Good for Goodness Sake!

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The light of purity and good burns in our souls.

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Giant in the Playground PrC Contest XXXVII

The contest begins with the posting of this thread and will run through midnight of January 8th.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of January 18th.

Rules

1) You will be creating an 'original' prestige class. The theme is a bit esoteric this time; the theme is the Good alignment. You could create a class of well-natured healers, a sect of unicorn-riding battlemaidens that are reknown for their purity, a reformed warlock who gains his powers from angels now, or just a fellow with a heart of gold (and potentially a body of it to match) who protects the innocent with unfailing devotion. Alignment restriction is the key here, must be a Good-guy. Sky's the limit here (feel free to use any of the above) and anything that is official Wizards of the Coast or Paizo Pathfinder material is allowed for source material. Homebrew material as a base is allowed by permission (just ask).

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 or Pathfinder (please specify), using the standard format below.

4) Post all entries in this thread. Post all conversation, questions, etc here in the
chat thread) (http://www.giantitp.com/forums/showthread.php?t=207612).

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. Additionally, do not post your work outside of the contest until such a time as the voting for the contest has been posted. Such entries will be disqualified.

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



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And here's helpers if you need it!

(Fax Celestis' Prestige Class Creation Thread) (http://www.giantitp.com/forums/showthread.php?t=10433)
(Djinn_In_Tonic's What to make and How to make it special!) (http://www.giantitp.com/forums/showthread.php?t=137641)

ErrantX
2012-12-09, 02:13 PM
PRESTIGE CLASS NAME

http://Picture URL

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|
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6th|
+x|
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7th|
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8th|
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9th|
+x|
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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

PRESTIGE CLASS NAME

http://Picture URL

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

sirpercival
2012-12-10, 12:09 PM
SHADOW STAR INFILTRATOR

Image! (http://paizo.com/image/product/secondary/Pathfinder/angel_with_mask.jpg)

The gods have given you one face, and you make yourself another.

Founded in the year 2486, the Shadow Star Infiltrators (colloquially known as the "Spooks") began with a simple idea: evil will always fail in the end, but why can't one help it along that road? Whenever there are two or more evil creatures working together, there is the chance to cause friction, to remove crucial supports and sow the seeds of evil's downfall.

This idea, engendered by a trio of Good-aligned, sneaky halflings, caught the imagination of Morwel, Queen of Stars, as a method of prolonging the Blood War, keeping the denizens of the Lower Planes occupied with fighting each other instead of corrupting and imprisoning mortal creatures. The Court of Stars taught these halflings the secret of shapeshifting, borrowing the forms of demons, devils, and yugoloths to infiltrate the armies of the War and wreak havoc.

Thus began the Spooks, a crew of shapeshifting do-gooders who sneak into evil organizations disguised as fiends of various sorts, and cause their foes to war with one another.

BECOMING A SHADOW STAR INFILTRATOR
A shadow star infiltrator is a skillful, morally Good character who has been sponsored by the Court of Stars. Most spooks begin as bards, factotums, rogues, or spellthieves, as these have the requisite skills and somewhat underhanded methodology which lend themselves well to infiltration. In addition, a number of Coure and Firre Eladrin have been known to work against the enemy directly (if subtly) by joining the Spooks.

ENTRY REQUIREMENTS
Skills: Bluff 8 ranks, Disguise 8 ranks
Feats: Knight of Stars
Alignment: CG or NG
Special: Must perform a service for the Court of Stars which involves infiltrating and bringing down an evil organization.

Class Skills
The Shadow Star Infiltrator's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level: 6 + int

Hit Dice: d6

{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|Favored Enemy +2, Mask of Stars (minion), Mutable Aura, Starborn +1
2nd|+1|+0|+0|+3|Continued Training, Mask of Stars (lesser)
3rd|+2|+1|+1|+3|Shifting Faces, Starborn +2
4th|+3|+1|+1|+4|Favored Enemy +4, Mask of Stars (lesser)
5th|+3|+1|+1|+4|Improved Mutable Aura
6th|+4|+2|+2|+5|Infiltration, Mask of Stars (greater)
7th|+5|+2|+2|+5|Favored Enemy +6, Starborn +3
8th|+6|+2|+2|+6|Mask of Stars (greater)
9th|+6|+3|+3|+6|Greater Mutable Aura
10th|+7|+3|+3|+7|Favored Enemy +8, Greater Infiltration, Mask of Stars (overlord)[/table]

Weapon Proficiencies: A spook is proficient with her own natural weapons.

Favored Enemy (Ex): The first thing taught to you, as a spook of the Court of Stars, is how to hunt your targets. You gain Outsider (Evil) as a favored enemy, as per the ranger class feature. At 4th level and every 3 levels after, your bonus against Evil Outsiders increases by +2.

Mask of Stars (Su): The central infiltration technique that a spook learns is how to take on the visage of a variety of lower planar denizens. By doing so, she can sneak into the Blood War and cause lots of trouble, stirring the pot to keep the Abyss and Baator at each others' collective throats.

Upon entering this class, you gain the ability to put on an infernal mask, shapeshifting at will into various lower planar forms. At 1st level, you can assume the Minion archetype; at 2nd and 4th level, you learn a lesser archetype (Assassin or Brute), at 6th and 8th level, you learn a greater archetype (Caster or Manipulator), and at 10th level, you learn the Overlord archetype. The benefits of the various archetypes are described below.

It requires only a swift action to assume an archetype and shapeshift. You can shapeshift directly between two forms without returning to your normal form, either within the same archetype, or (if you know more than one archetype) between archetypes. There’s no limit to the number of times per day you can change forms, nor to the amount of time you can spend in a shapeshifted form. However, daily limits on any abilities you gain from a particular archetype apply no matter how many times you change form, even if you change to and from that archetype more than once.

In addition, each time you use this ability, you can choose a specific creature to model your mask after, depending on the archetype that you assume. When you assume an archetype, choose one race whose role matches that archetype, as described in Gnorman's Practical Demonkeeping (http://www.minmaxboards.com/index.php?topic=6320.0) handbook. You look like a typical member of the chosen race, though you do not gain any of its abilities; two Minion forms, for example, look different but grant you identical benefits.

You retain your normal Hit Dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of your form. You also retain your normal ability scores, though each archetype grants bonuses to particular saves and ability scores. You keep all extraordinary, supernatural, and spell-like special attacks and qualities of your normal form, except for those requiring a body part your new form does not have.

All your held, carried, or worn gear melds into your new form and becomes nonfunctional until you return to your normal form. Unless otherwise noted in the descriptions below, you retain your size and space when you adopt a new form. You always retain your type and subtypes, regardless of the archetype assumed (but see Mutable Aura). You don’t gain any special attacks or qualities while shapeshifted except as described below.

When you assume an archetype, you may gain natural weapons (and reach with those weapons) as described below. The damage dice given are for Medium creatures; smaller or larger spooks should adjust those values according to the table on page 28 of the Dungeon Master’s Guide. If you are knocked unconscious or slain in another form, you revert to your original form.

Archetypes
Minion: The Minion archetype, that of the drudges, the lowest of the low in the infernal hierarchies, is the first that a spook learns. Usual Minion forms include the Dretch, Imp, Lemure, and Quasit.

While in a Minion form, you gain a primary bite attack that deals 1d6 points of damage, or 2 primary claw attacks which deal 1d4 points of damage (your choice). Your size decreases by 1 category, which alters your reach and your size bonuses to attack rolls and armor class as shown on the table here (http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreatu resInCombat). You gain a +2 enhancement bonus to Strength, and your natural armor bonus improves by 4. Additionally, a number of times per day equal to your Charisma modifier, you can grant yourself the benefit of the invisibility spell as a supernatural ability for 1 round by spending a swift action.

Assassin (Lesser): The Assassin archetype is for the sneaky, quick, and possibly backstabbing members of the lower planes. Typical Assassin forms include the Babau and the Erinyes.

When you shapeshift into an Assassin form, you gain 1 primary sting attack which deals 1d8 damage plus poison (1d6 Str/1d6 Str, injury DC 10 + 1/2 class level + Charisma modifier). You have the reach of a tall creature of your size (5 feet for Small or Medium). You gain a +2 enhancement bonus to Strength and a +4 enhancement bonus to Dexterity, and your natural armor bonus improves by 5. You gain +1d6 sneak attack damage, which increases by +1d6 for every 3 class levels; additionally, a number of times per day equal to your Charisma modifier, you can use dimension door as a supernatural ability, with a caster level equal to your character level.

Brute (Lesser): The Brute archetype represents those beasts of physical might who crush their tiny opponents into oblivion. Common Brute forms include the Bebilith, Canoloth, or Hamatula.

The Brute mask grants you 2 primary claw attacks (1d6 damage) and 1 secondary bite attack (1d8 damage). Your size increases by 1 category, which alters your reach and size bonuses to attack rolls and armor class as shown on the table here (http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreatu resInCombat). You gain a +6 enhancement bonus to Strength and a +2 enhancement bonus to Constitution, and your natural armor bonus improves by 9. Your claws count as magic and adamantine for the purpose of bypassing damage reduction, and if you hit the same creature with both claw attacks in the same round, you automatically Rend for 2d6 + 1.5 Str bonus.

Caster (Greater): The powerful Caster archetype channels the essence of fiendish magic. Some of the more common Caster forms include the Arcanaloth and Nalfeshnee.

While in a Caster form, you gain 2 primary claw attacks (1d4 damage), with the normal reach for a tall creature of your size (5 feet for a Medium creature). You gain a +6 enhancement bonus to Charisma and a +4 enhancement bonus to Dexterity, and your natural armor bonus improves by 5. Additionally, the first time each day that you take a Caster form, select one Least warlock invocation, one Lesser warlock invocation, and one Greater warlock invocation; at 10th level, you may also select a Dark warlock invocation. You can use these invocations at will, along with an eldritch blast attack as a Warlock of your class level, whenever you are in a Caster form, and may choose different invocations each day.

Manipulator (Greater): The Manipulator archetype is ferocious and deadly, representing such fiends as the Gulthir, Howler, and Vrock.

When you take the form of a Manipulator, you gain 2 primary claw attacks (1d6 damage), with the normal reach for a tall creature of your size (5 feet for a Medium creature). You gain a +6 enhancement bonus to Strength and a +4 enhancement bonus to Charisma, and your natural armor bonus improves by 7. In addition, you add your full Shadow Star Infiltrator level to your initiator level (instead of half), and the first time each day that you take a Manipulator form, select and ready one maneuver per two class levels from one of the following disciplines: Infinite Torment (http://www.giantitp.com/forums/showthread.php?t=102215) (if you are in an abyssal form), Ninefold Damnation (http://www.giantitp.com/forums/showthread.php?t=98474) (if you are in an infernal form), or both (if you are in a form which is neither infernal nor abyssal). You may choose at most 1 stance, and need not meet the prerequisites of any maneuvers you choose other than initiator level; however, you may not choose more than one maneuver of any given maneuver level. You begin each encounter (when in a Manipulator form) with all of the chosen maneuvers readied, but may not recover them in a given encounter once they are expended. You can substitute a Bluff check for any of these maneuvers which require an Intimidate check, and may initiate maneuvers with the [Evil] descriptor with no penalty to your alignment (all in the name of good!). Select new maneuvers each day.

Overlord: The final form that a spook learns to shapeshift into is the Overlord, the mighty general of the Blood War which includes forms such as the Balor and Pit Fiend.

When wearing an Overlord mask, you choose any two archetypes you know and gain the benefits of both simultaneously. You gain all natural attacks of both archetypes; if the same natural attack mode is granted by both archetypes, the base damage dealt by that attack is equal to the greater of the two, increased by one size category. Similarly, any enhancement bonuses to the same ability score grant you the greater bonus +2, but the natural armor bonus of your two forms stack. Additionally, all Overlord forms grant you a fly speed equal to your base land speed, with average maneuverability.


Mutable Aura (Su): One of the most important skills a spook learns is to disguise her alignment when it is appropriate. Whenever you are subject to an effect which would detect your alignment, if the source of that effect is Good-aligned, you detect as your normal alignment; otherwise, you detect as Evil-aligned. In addition, whenever you take the form of a demon, devil, yugoloth, or other creature with a race-specific subtype (such as Baatezu or Tanar'ri), you count as having that subtype whenever you are subject to any divination spells or effects which would detect such a subtype.

Starborn (Ex): As an agent sponsored by the Court of Stars, you have unbelievable luck, especially when it comes to getting people to believe you against impossible odds. You gain an additional use of your Knight of Stars feat per class level; in addition, whenever you use that ability to modify a Bluff or Disguise check, the luck bonus increases to +2, +1 per class level.

At 3rd level, and again at 7th level, the luck bonus to any check other than a Bluff or Disguise check increases by +1.

Continued Training (Ex): When you reach 2nd level, you learn to manage your time well enough that you have time to keep practicing the abilities you already know. Choose one of the following abilities that you already have: arcane dilettante, bardic music, sneak attack, steal spell, or steal spell-like ability. You add half your class level to your levels in the class that granted you that ability to determine its effectiveness.

If you don't have any of the listed abilities, you instead gain the Sneak Attack ability of a rogue of 1/2 your class level.

Shifting Faces (Ex): At 3rd level, you've spent enough time in radically different shapes that altering your normal appearance becomes somewhat trivial. You no longer take penalties to Disguise checks when disguising yourself as a different age category, gender, or race.

Improved Mutable Aura (Su): When you are 5th level or higher, you gain more control over your aura. Any creature who attempts to discern your alignment detects your alignment to be identical to their own. In addition, such creatures must make a Sense Motive check (opposed by your Bluff check) or believe you to be their ally, no matter what evidence there is to the contrary.

Major Infiltration (Ex): Beginning at 6th level, you become so skilled at infiltrating and impersonating your chosen targets that you can fake abilities you couldn't otherwise reproduce. You may make Bluff checks to convince others that you possess capabilities or features intrinsic to the specific form you have assumed that you actually lack, even if the falseness of your claims is directly obvious. For example, when disguised as a Balor, you could convince the demons you are ordering around that you are indeed on fire, despite not possessing the Balor's Flaming Body ability. You always treat the target's Sense Motive modifier as -5 against such Bluff checks, as if the target actively wanted to believe you. This overrides any bonuses to the Sense Motive check for implausible or risky lies.

Greater Mutable Aura (Su): Starting at 9th level, you have unparalleled control over your aura. You may detect as any alignment you choose, and may change the alignment you display as a free action, even when it isn't your turn. You may also choose to automatically display the same alignment as the detecting creature, in which case your Improved Mutable Aura ability activates.

Supreme Infiltration (Ex): Upon reaching 10th level, your ability subsume yourself in your chosen role has become complete. Whenever you take the form of a creature with a subtype which is one of your favored enemies, you gain the full benefit of that subtype.

PLAYING A SHADOW STAR INFILTRATOR
You are the heart of gold within a balor's fiery nimbus, the friendly jailor hiding beneath the pit fiend's claws. You sneak into situations rife with Evil tensions, and make them worse, pitting your enemies against each other. That megalomaniacal wizard now has perfect evidence that the Imp sent by Asmodeus to aid him is actually a spy, full of treachery! The corrupt king is convinced that your holy companions have been bamboozled by a demon in their midst, and will gladly allow them into his stronghold.

By dressing up like the enemy, you can turn the tide of any thorny situation in your favor. You have the blessing of the holy fey: the Court of Stars, leaders of the Eladrin, approve of your shenanigans in the name of Good. And, in case things get really dangerous, the forms you take as a Spook can certainly help you take names while you prod buttock.

Combat: While using your Mask of Stars ability, you use your natural weapons and other abilities granted by the individual mask you wear to bring defeat to your enemies in the name of the Court of Stars (though of course they generally will not know this). The specific tactics you use will thus change often, even throughout the day.
Advancement: Once your Shadow Star Infiltrator training is complete, where you go (as in all thing) largely depends on where you came from. Most spooks seek to perfect the skills they have learned during their career; others branch out into new areas, or dedicate themselves more fully to the Court's causes via the Sword of Righteousness prestige class or other exalted options.
Resources: The Shadow Star Infiltrators are a subtle and surprisingly pervasive group. You never know which demonic shape is hiding a Spook (unless, of course, you can detect its alignment), and they look out for their own. Because of this, spooks might discover aid in the unlikeliest of situations.

SHADOW STAR INFILTRATOR IN THE WORLD
Damnation, Frgilwkx! You gave away our position to the enemy regiment!

Spooks are not particularly well-known -- the individual members are of necessity very secretive about their true natures. However, some mention of the Infiltrators has been allowed to trickle out, so as to foment distrust among lower planar creatures, who must suspect their fellow denizens of even more fundamental betrayal.
Daily Life: While at Headquarters within the Court of Stars, most Infiltrators enjoy the fruits and heady living of the Court, while continuing to train for their next mission.
Notables: Legend tells of the very first Spook, who infiltrated the lower planes to the point of becoming a Demon Prince, controlling a layer of the Abyss. He used his position to attack one of the Nine Hells, and started the Blood War in the first place.
Organizations: The Shadow Star Infiltrators ("Spooks") are a collection of agents sponsored by the Court of Stars, dedicated to eradicating evil organizations everywhere, from the inside. To be recruited and trained by the Spooks, one must have the proper skill set, and perform services for the Court to combat tyranny and injustice.

NPC Reaction
Most NPCs won't know who the Infiltrators are, which is just the way the Spooks like it.

SHADOW STAR INFILTRATOR IN THE GAME
A Spook can be a useful addition to any evil-combating party, with strong social skills and stealth. The various archetype masks can give a Spook significant in- and out-of-combat utility.
Adaptation: The Spooks could simply be an organization of counter-agents working for and toward almost any cause. Their various forms could take the shape of aberrations, angels, humans, or any other creature that they need to impersonate to achieve their goals.
Encounters: The party might detect a good-aligned devil who always seems to aid its enemies with fortuitously incompetent actions, or a good-aligned demon who turns on its brethren in the middle of a pitched battle.

hierophant
2012-12-12, 12:35 AM
EXEMPTED

"The greater good? Good is good is good. Only fools and madmen try to distinguish between degrees of goodness."

To adventure is to face temptation. Maybe learning a few necromantic spells won't damn your soul to oblivion. Keeping that magical item to yourself probably won't hurt the rest of your group. It just makes more sense to strike a deal with the raiding orc horde than to fight them all.
But some heroes are made of sterner stuff. They stare into the heart of evil and make no compromise. And yet, no-one is perfect. To overcome one's failures and strive again for further heights of goodness is the mark of a true hero.
Some bold few go to even more extreme lengths to avoid the lure of darkness. They pre-emptively seek forgiveness for their mortal failings, hoping never to have need of their blessings, but safe in the comfort of such unimpeachable security.
When a hero learns to tap into such divine sanction, and extend that force outwards from themself, an exempted is born.

BECOMING AN EXEMPTED
The path of the exempted requires unwavering dedication to the forces of good. An aspiring hero must be strong in heart and mind, with faith firmer than steel. They must seek out the first teachings of the higher planes, and ward their soul against the touch of evil.

ENTRY REQUIREMENTS
Alignment: Chaotic good, lawful good or neutral good
Feats: Good Devotion, Iron Will
Language: Celestial
Skill: Knowledge (religion) 8 ranks
Special: The character must have received an atonement spell without having committed any acts that recquire atonement

Class Skills
The Exempted's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (the Planes) (Int), Knowledge (Religion) (Int), Profession (Wis) and Sense Motive (Wis).
Skills Points at Each Level: 4 + intelligence modifier

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Champion of Light, Reject Evil, Omniscience
2nd|
+1|
+0|
+0|
+3|Greater Devotion, Bonus Feat
3rd|
+2|
+1|
+1|
+3|Manifest Faith, Omnipresence
4th|
+3|
+1|
+1|
+4|Consecrated Self, Bonus Feat
5th|
+3|
+1|
+1|
+4|Good Standing, Omnipotence[/table]

Proficiencies: If the exempted worships a deity, they gain proficiency with that deity's favoured weapon.

Champion of Light: (Ex) "Justice guides my hand."
The exempted gains Weapon Focus with their deity's favoured weapon as a bonus feat which may not be retrained or traded out in any way.
When wielding a weapon with which they have Weapon Focus, the exempted's attacks are treated as good aligned for all purposes.

Reject Evil: (Su) "Where light is, darkness may not enter in."
Exempted learn to channel their faith with such confidence that creatures anathema to goodness cannot bear their presence.
They may turn or destroy creatures with the Evil subtype (normally Outsiders) as a good cleric turns undead. This ability may be used a number of times per day equal to 3 + the exempted's charisma modifier with an effective cleric level of the exempted's character level.
Reject Evil may be used in place of Turn Undead to qualify for or activate feats, prestige classes or other abilities.

Omniscience: (Su) "I put my trust in the Heavens, and they will not lead me astray."
When the exempted's good devotion feat is active, they gain blindsense to a range of ten feet per class level. At fifth level, they instead gain blindsight to the same range.

Greater Devotion: (Su) "Faith is my armour and my sword." Channeling celestial fervour, exempted can overcome their mortal limitations - for a time.
Once per round as an immediate action, an exempted may convert any DR/evil they possess into a sacred bonus to one of the following: armour class, attack and damage rolls, caster level (or equivalent eg: manifester level, meldshaper level and so on), skill checks or saving throws. The bonus lasts until the start of their next turn, at which point the DR/evil returns (unless it was from a temporary effect which has expired in the meantime.)

Bonus Feat: "The light of the gods works in me and through me, for I am a witness to its power!"
Those touched by holy power seldom remain unmarked by it. Experienced exempted learn to use their connection to the divine in new ways.
They gain a bonus divine or domain feat at 2nd and 4th level. They may choose new domain feats with this ability even if they already have the maximum number allowed from other sources.

Manifest Faith: (Sp) "I am seated at the right hand of angels."
A greater connection to divinity allows for more tangible manifestations of power than the rebuking of unclean spirits. The celestial hosts themselves will appear in answer to the call of the blessed.
By expending a number of uses of Reject Evil as a full round action, an exempted may summon a good aligned creature as though casting a summon monster spell of up to half their character level (maximum 9th) with a caster level equal to their full character level.
The number of uses of Reject Evil spent to power this ability is equal to the level of the spell used (including spell level increases for metamagic if the exempted possesses and wishes to use any such abilities.)
An exempted may only have one instance of Manifest Faith active at a time.

Omnipresence: (Su) "As a servant of righteousness, nothing may be put beyond my reach."
When connected by faith, distance is meaningless.
Exempted may treat any ally benefitting from their Good Devotion feat as though they were adjacent to the exempted.

Consecrated Self: (Su) "Cast aside all doubt, for that is the path of the heretic."
The sacred light channeled so long by the exempted has become one with their being.
They gain the permanent benefit of a Consecrate spell as though it were Heightened to twice your class level, and its benefits apply to your Reject Evil ability as well as to turning undead.

Good Standing: (Ex) "I shall not be overcome."
So long as one good soul stands against the darkness, there is hope. So long as there is hope, good shall stand against evil.
The exempted gains DR 5/evil, which stacks with that gained from the Good Devotion feat.

Omnipotence: (Su) "My will be done."
Becoming one with their deity, at least as much as any mortal is capable of such, is the final reward of the exempted.
While their Manifest Faith ability and/or Good Devotion feat are active, the exempted gains all the benefits of the [Angel] (http://www.d20srd.org/srd/monsters/angel.htm#) subtype.


Angel Traits

An angel possesses the following traits:

•Darkvision out to 60 feet and low-light vision.
•Immunity to acid, cold, and petrification.
•Resistance to electricity 10 and fire 10.
•+4 racial bonus on saves against poison.
•Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel’s statistics block.)
•Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.


PLAYING AN EXEMPTED
You are a hero of the light, protecting those in need and seeking out the forces of darkness wherever they hide. Do not shy away from confrontation - evil must be fought wherever it is found. And it can be found anywhere.
Combat: Keeping your Good Devotion active in combat opens up a field of tactical options, whether supporting your allies or attacking your foes directly. Summoning further allies with Manifest Faith grants greater control of the battlefield, allowing you to lock down enemies or protect your squishier friends.
Advancement: The Reject Evil ability open up some interesting options for the exempted. Many become even purer paragons of the light, following paths usually only attainable by clerics or paladins.
Resources: Lawful-aligned exempted are often strongly tied to the hierarchy of their church, though more chaotic members prefer not to rely on what they might consider to be less pure connections to the divine.
Most exempted who do not directly worship any deity often form into small cells that mantain frequent contact with each other, if not as able to provide concrete support.

EXEMPTED IN THE WORLD
"Heaven-sent, he was. Saved our lives, and our livelihoods. Never even learnt his name."

The worshippers of Heironeus and Bahamut actively maintain a small contingent of exempted, and spread the teachings to those they deem worthy.
Daily Life: Wake up, eat, pray, no time for love. Fight evil, pray, and fight some more. Aid the needy, heal the injured, sneak in some more prayer before bedtime. Exempted are driven to do good, however best they can.
Notables: One well known, though possibly fictional, exempted was Angus the Black. A goblin enchanted into believing he was a fallen paladin, he sought out atonement and tried to restore his honour, discovering the path of the righteous almost by accident in the endeavour. He rose above his short-comings, and won renown as a hero of the people before being swallowed whole while trying to rescue a princess from the clutches of a red dragon.
Organizations: The Children of the Host is a small band of anarchist exempted that eschew formal religion and seek to free mortalkind from the tyranny of law. They believe that by ridding the world of all non-good sentient beings, they can usher in a new age of peace and enlightenment on the prime material plane.

NPC Reaction
Most people are happy enough to be around an exempted - after all, they're just as reliable as a paladin, and much less preachy.

EXEMPTED IN THE GAME
Exempted allow players to have paragons of good without the straight-jacket of paladinhood, or the baggage of clerics.
Adaptation: With the emphasis on channeling good, an incarnum based adaptation could swap out the good devotion and reject evil abilities in exchange for taking on aspects of good outsiders.
A spellcaster dedicated to a particular deity could also make it easier to work the exempted into your campaign.
Encounters: Exempted might seek aid from PCs in taking out especially dangerous threats, or they may keep tabs on "evil-curious" parties to make sure they don't get out of control.

Grelna the Blue
2012-12-13, 07:55 PM
WHITE FLAME WIELDER
Pathfinder Prestige Class (contains some adapted 3.5 content, detailed in PrC)

”Your end is overdue…I am a servant of the Secret Fire, wielder of the White Flame. Receive its blessing and go down to natural death.”
--Lemuel Bloodmarked


White Flame Wielders are casters who specialize in channeling positive energy against the undead.

BECOMING A WHITE FLAME WIELDER
Clerics qualify most easily for this class, but those few wizard necromancy specialists of good alignment frequently find it attractive and neutral wizard necromancy specialists might dabble in it for a few levels. Paladins can easily qualify, but are seldom interested in trading away increased combat ability for an increase in channeling expertise.

ENTRY REQUIREMENTS

Race: Any

Alignment: Levels 1-3 any non-evil; Levels 4-10 any good

Skills: Knowledge, religion 5 ranks; Knowledge, planes 5 ranks

Feats: Turn Undead

Special: Charisma 13+, must be capable of channeling positive energy

Class Skills
The White Flame Wielder's class skills (and the key ability for each skill) are as cleric: Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int)
Skills Points at Each Level: 2 + Int

Hit Dice: d6

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells per Day

1st|
+0|
+0|
+0|
+1|Channel Energy; Turning Mastery|+1 level of existing class

2nd|
+1|
+1|
+1|
+1|Endurance|+1 level of existing class

3rd|
+1|
+1|
+1|
+2|Channel +1x/day|+1 level of existing class

4th|
+2|
+1|
+1|
+2|Touched by White Flame; Sun Domain|+1 level of existing class

5th|
+2|
+2|
+2|
+3|Channel +1x/day|+1 level of existing class

6th|
+3|
+2|
+2|
+3|Cleansing Fire; Radiant Soul|+1 level of existing class

7th|
+3|
+2|
+2|
+4|Channel +1x/day|+1 level of existing class

8th|
+4|
+3|
+3|
+4|Enduring Life|+1 level of existing class

9th|
+4|
+3|
+3|
+5|Channel +1x/day|+1 level of existing class

10th|
+5|
+3|
+3|
+5|Eternal Flame; Positive Reinforcement|+1 level of existing class[/table]

Weapon Proficiencies: A White Flame Wielder gains no additional proficiency in any weapon or armor.

Spells per Day: When a new White Flame Wielder level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain all the benefits a character of that class would have gained (i.e., free metamagic or item creation feats, hit points beyond those she receives from the prestige class, or new arcane spells known if a wizard). She does still gain effective levels for the purpose of casting spells. If a character had more than one spellcasting class before becoming a White Flame Wielder, she must decide to which class she adds the new level for purposes of determining spells per day.

Channel Energy: Levels of White Flame Wielder stack with any levels previously gained that grant the ability to channel positive energy. However, they stack differently for divine and arcane channelers.

For divine casters, they stack normally for all purposes.

For arcane casters, until they reach 4th level they stack for purposes of turning undead (which is normally all any arcane caster can do with positive channeled energy) but do not stack for any other purposes. At 4th level and beyond, see Touched with White Flame, below.

Turning Mastery: When using the Turn Undead feat (and only then), the White Flame Wielder adds her full level of this prestige class to the DC for undead to resist, rather than half her level as usual.

Endurance: The White Flame Wielder’s increased affinity with positive energy gives her the benefit of the feat Endurance so long as she has unused channeling attempts. If she should expend all her channeling attempts for the day, she loses the benefit of this feat until they are regained.

Additional Channeling: At 3rd level and again at every odd level after, the White Flame Wielder gains an additional use of channeling positive energy per day.

Touched by White Flame: At 4th level, a White Flame Wielder who is a divine channeler gains the feat Alignment Channel.

A White Flame Wielder who is an arcane channeler gains, in addition to her preexisting ability to Turn Undead, the ability to channel positive energy for the purposes of damaging undead as if she were a cleric of a level equal to the sum of all arcane and divine class levels she has that grant the ability to channel positive energy for any purpose. So, for instance, an 11th level wizard necromancy specialist who has the ability to channel for the purpose of turning undead may add her 11 class levels in wizard to her 4 levels in White Flame Wielder once she gains this ability and may either Turn Undead or channel for 8d6 of damage vs undead.

An arcane White Flame Wielder does not gain the ability to channel heal as a cleric does, but from this point onward may acquire and use divine feats that enable uses of channel energy to be utilized in nonstandard ways (although such feats are not granted automatically by this prestige class and are subject to GM approval).

A White Flame Wielder who is a divine and an arcane channeler gets both of the benefits above.

Sun Domain: Divine White Flame Wielders gain the Sun Domain at 4th level with an effective cleric level equal to their effective channeling level (i.e., equal to their levels of White Flame Wielder plus levels of other classes that improve channeling ability). Should they already have the Sun Domain, they may take another domain granted by their god when they reach 4th level in this class.

Arcane White Flame Wielders gain the granted powers of the Sun Domain at 4th level with an effective cleric level equal to their effective channeling level. They also add the entire list of Sun domain spells to their class spell list and may cast them as arcane spells, although they do not learn these spells automatically and must obtain them from scrolls or be taught them by divine casters with access to these magics.

Sun Domain
Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.


Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a Daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Domain Spells: 1st—Endure Elements, 2nd—Heat Metal, 3rd—Searing Light, 4th—Fire Shield, 5th—Flame Strike, 6th—Fire Seeds, 7th—Sunbeam, 8th—Sunburst, 9th—Prismatic Sphere.
Cleansing Fire: The White Flame Wielder channels positive energy through her spells, causing all damage-dealing spells to deal an extra 2d6 points of damage vs. undead and other creatures harmed by positive energy. This is exactly equivalent to the feat Bane Magic (undead) in the 3.5 book Heroes of Horror, and does not stack with that feat.

Radiant Soul: The White Flame Wielder receives a sacred bonus equal to half her level in this class to resist/recover from necromantic spells/effects that inflict negative energy and/or ability damage/drain, or have the [death] descriptor and receives a save even if one is not normally allowed (e.g., ability damage from an undead shadow's touch).

Enduring Life: So long as she has at least one unused turning attempt in reserve, the White Flame Wielder gains the ability to ignore the effects of negative levels for a number of minutes equal to her Con bonus and also gains a +4 bonus to Fort saves to remove negative levels. This is equivalent to the 3.5 Enduring Life feat in Libris Mortis, p.26.

Eternal Flame: The White Flame Wielder is no longer required to have a turning attempt in reserve for the purposes of qualifying for the Endurance and Enduring Life benefits and also gains the ability to shed negative levels with an act of will—once per round as a standard action, the subject may attempt to remove a single negative level from herself by making a Will save (DC 10 + ½ attacker’s HD + attacker’s Cha modifier). If the save fails, she retains the negative level but may attempt a new save on the next round to remove it. This is identical to the 3.5 Lasting Life feat (Libris Mortis, p.28).

Positive Reinforcement: The White Flame Wielder casts spells that draw upon the Positive Energy plane as if her caster level were 2 levels higher and the save DC for spells drawing on the Positive Energy plane cast by a White Flame Wielder receive a +2 bonus.

Positive Reinforcement also grants White Flame Wielders +2 points per die of damage/healing on spells they cast drawing upon the Positive Energy plane (for arcane casters this will most frequently be Sun domain spells). This extra damage does apply to the 2d6 of Cleansing Fire damage on damaging spells cast against undead, but is not added to other dice of damage not derived from Positive Energy.


PLAYING A WHITE FLAME WIELDER
White Flame Wielders are crusaders, members of a group entitled the Servants of the Secret Fire, who wield the power of creation to burn away the foulness of supernatural evil wherever they may find it, with the intent of returning the world to its original purity. They are generally not particularly physically formidable, but their spiritual strength and durability is unparalleled.

Divine casters who fully wield the White Flame are spiritual warriors first and foremost. Their increased attunement with the divine comes at the cost of much of the battle skill and toughness enjoyed by standard clerics. As they advance in this prestige class they gain smaller hit dice, poorer fortitude saves (except against negative energy) and far less skill in physical combat. However, their spell power is undiminished and they can destroy legions of undead with channel attempts more devastating than those of any outside this prestige class (extra channels, plus Sun domain power) and at higher levels they can also burn away the darkness of the creatures of the nether planes. Further, because their increased channeling expertise allows them to channel many more times per day than most clerics, they are superior at healing in a support role even when facing more conventional foes.

Arcane casters are almost always wizard specialists in necromancy who have turned away from the dark and easy power it grants. Most of their neutral and evil necromancer brothers and sisters will have chosen to channel dark forces that allow them to Command Undead, with the goal of hordes of undead servants who will serve them for a potentially indefinite duration. Those who instead aspire to wield the White Flame have chosen the harder path, learning how to channel positive energy to Turn Undead, despite the fact that this effect is measured only in rounds and is usually ineffective vs. the most dangerous undead. After induction into the full mysteries of the Secret Fire, however, they have learned to use that White Flame to vanquish and destroy undead at least as effectively as any cleric of equivalent level. Their calling makes their specialized class abilities somewhat less universally useful than those of clerical or paladin White Flame Wielders, but the power of arcane magic more than makes up for any lack. A wizard who is particularly effective vs. undead is no less a wizard in other circumstances.

Unlike members of other necromantically themed classes or prestige classes who gain complete immunity to level loss and negative energy at higher levels (often by becoming undead or quasi-undead themselves), White Flame Wielders merely become resistant, showing both the fragility and resilience of life energy. However, their resistance at higher levels is extremely impressive and they recover quickly from attacks that would lay other casters low.

WHITE FLAME WIELDERS IN THE WORLD
Lemuel Bloodmarked in his own words:
How came I to the Secret Fire? By a difficult and circuitous path, I assure you. I was first told of it by my master, Maelon Bloodscarred:

******************

Master, I crave instruction. You have told me necromancy is the deepest of all magics, the great Art that concerns itself with life and death.

Yes? And so? I sense an impertinence in the offing. Speak quickly, that your punishment may be done and over before I again need your deft hand with needle and thread. These necro-spiders will not assemble of themselves, you know.

Well, it’s just…you have taught me much of death, but…what about life?

Ah, a reasonable question. For once. Listen well, boy, this Art of ours does indeed encompass both life and death and both sides of it have their uses. As but one example, someday—should you survive your apprenticeship—you too will daily strengthen your energies with the spell misnamed False Life. The life energies involved are real enough, I assure you. Sadly, in most respects the power of creation does not so readily allow itself to be exploited for personal goals. If it did, we would of course use it as we would any other tool. You will discover in time that necromancy—unlike all lesser branches of magic—offers, demands, in fact, a choice of us. We must choose to serve others, or to serve ourselves. Naturally, for practical men this is no true choice at all.

Are there none who choose the other way?

Hm, some few. As I have ofttimes told you, this world is overfull of fools in need of culling. The so-called Order of the Secret Fire, for instance. I made certain inquiries involving them early in my career, wondering if they might hold knowledge that could be extracted and adapted to my Great Work. But no. After they undergo a ritual of immersion in their "Font of the Secret Fire" (so pompous, in actuality a mere planar rift) within that tower keep of theirs, their wills are no longer their own. Certain it is that after this initiation they seem to seek nothing but a world free of our sort of magic. Free of us. In that regard these purblind zealots are actually worse than the churchly warriors of whom I have cautioned you. At the least some of the so-called paladins concern themselves primarily with orcish invasions and marauding dragons and thereby make themselves marginally useful. Whereas—and this is almost a cause for laughter, really—very nearly the entire reason for these pathetic White Flame Wielders is to interfere and meddle with the plans of their betters. Their "Secret Fire" is useful only in that context. Truly, if you and I and my peers in the Black Circle did not exist these busybodies would lead empty, pointless lives, with nothing left to do but hunt down free-range ghosts and vampires for naught but the worthless plaudits of the common herd. Or, I should have said, they would lead lives more empty and more pointless.

But I have rambled off the point and I tire of this subject. I will teach you what little you need to know of life magic when you have mastered the true fundamentals of the Art.

So, ah, this tower you spoke of--where is it? Just so I know how to avoid it, of course.

I said enough! No more of this foolish prattle regarding foolish people, boy! We have work to do. I must tell you with displeasure that of late you have seemed…unfocused…on your duties. I begin almost to think I erred in granting you the privilege of learning from my greatness. I warn you, do not let me become confirmed in that opinion.

Yes, Master! I mean, no, Master!

Good. Now then, wheel another barrow full of arms this way. We are nearly done with this lot.

******************

I suppose in some sense I owe that old reprobate a debt for always so openly speaking his mind. Were it otherwise, I would most like have died young, ignorant, and misguided, wholly ignorant of the Secret Fire. But then again, no, all debts were settled with him some seven winters past.

NPC Reaction
Most NPCs have never heard of the group known collectively as the Servants of the Secret Fire (AKA White Flame Wielders) and members of this prestige class are generally as likely as not to conceal their special skills from those with no need to know. They fight evil. Advertising that fact and their presence too widely might give the evil they seek warning enough to escape. Thus, reactions to White Flame Wielders are usually similar to those for the members of whatever their base classes might be.

However, those who were wizard necromancy specialists before entering this class will usually be treated with considerably less suspicion than other such specialists, as they do not employ undead minions, decorate themselves with skull motifs or grisly trophies, file their teeth, or have a fetish for the colors black and red. Also they not infrequently smile in a genuine and non-creepy way. Of course, there are some few formerly neutral necromancers who came to serve the Secret Fire later in their careers who do show the signs of their earlier profession. They will be treated by those unaware of their reformation as would any so marked.

Those non-evil NPCs who have heard of the Servants of the Secret Fire (a DC 15 Knowledge: Religion check or a DC 20 Knowledge: Arcana check) understand that they are heroes, warriors fighting in an endless battle, and tend to give identified White Flame Wielders such assistance as they can spare, especially if they live in areas subject to frequent depredation by the undead.

WHITE FLAME WIELDERS IN THE GAME
As this class is highly focused, it does not notably strengthen most PCs that enter it, but instead redefines roles.

Clerics and paladins gain additional uses of channeled energy for healing and undead destruction, increased defenses vs. negative energy and death attacks, and improved ability in damaging and turning undead, as well as an additional domain. However, they will gain less in hit points, save bonuses, and melee ability, making this a completely viable but niche choice for them. A campaign with a heavy emphasis on the undead will make them considerably more playable.

Arcane casters who are necromancers (currently the only arcane class that gains easy access to the prerequisites for this prestige class) are usually far more interested in commanding undead indefinitely than in turning them for a few rounds. In fact, it is a sad truth that good-aligned necromancer specialists as detailed in the Core Rulebook lag behind evil necromancers and several other sorts of wizard specialists in their ability to fight undead. However, for those few necromancers who wish to be heroes rather than villains or antiheroes this prestige class does offer extra punch and flavor in their specialty, allowing them to wield necromantic power comparable to their evil counterparts, albeit in a different, more societally acceptable way.

They gain the ability to channel positive energy to damage undead (just as clerics can), improved turning ability, additional channel attempts per day, the Sun Domain spell list added to their class list, improved defenses vs. negative energy and death attacks, and slightly greater spell damage to undead. As full arcane casters are already quite powerful, it is unnecessary to strengthen them in any way outside this narrow specialization.

When facing living foes, arcane White Flame Wielders tend to utilize fear-inducing and non-evil curse-bestowing magics and see spells such as Vampiric Touch and Waves of Exhaustion as morally neutral (life force transfer or suppression is in no way equivalent to life force destruction). They are extremely cautious of spells that employ negative energy against the living, never casting anything that could permanently damage or corrupt a soul, even when facing evil creatures.

Instead, they frequently create and utilize necromantic spells quite different than those generally thought of as the backbone of the necromantic school of magic. Although arcane casters do not have the healing ability of clerics, their specialty gives them a superb command of spells that control the body. Their increased interest in and knowledge of positive energy also opens up spell options ignored by the majority of necromantic specialists, generally in the realm of boosting the body and spirit, creating light, and damaging the undead.

Fallen White Flame Wielders: A non-evil alignment is required to enter the class and to progress in it up until 3rd level. At that point, a stronger opposition to the power of destruction is required to advance further. White Flame Wielders must be good to advance past 3rd level.

Should they ever become neutral after that time, they lose access to any class features on this list they may previously have gained: Touched by White Flame, Sun Domain, Cleansing Fire, Radiant Soul, Enduring Life, Eternal Flame, and Positive Reinforcement.

Should White Flame Wielders become evil at any point, they lose all class features but spells, save bonuses, Base Attack Bonus, and hit points (clerics may lose their access to spells as well, depending on their faith).

Neutral White Flame Wielders would need to return to their former good alignment to regain class benefits and evil ex-White Flame Wielders would need to return to a good alignment, atone, and undergo a quest. After fulfilling these requirements, the repentant White Flame Wielders would have to revisit the Tower of White Flame for a rebaptism in the Secret Fire to once again gain the benefits of the class.

Adaptation:
Pathfinder: This prestige class should be easy to adapt and drop into any Pathfinder game. It could be kept as is or made available exclusively to clerics, necromancers, or to paladins. The concept of a single order fighting evil could be kept or could be discarded for the idea of scattered individuals who have each found their way to the Secret Fire.

3.5 D&D: It should be possible to adapt the White Flame Wielder prestige class for a 3.5 game as well. However, it would be more difficult, as the channeling/turning mechanic is the largest difference between the cleric classes in both games. In such a game, the GM could either introduce the channeling rules for damaging undead (perhaps only usable by this class) or could introduce more divine feats available at alternate levels as alternative class abilities. The interaction between the several additional Turning attempts per day granted by this class and the 3.5 feat Divine Metamagic could be subject to abuse and would be something to consider before allowing White Flame Wielders into a 3.5 game. Further, the disparity between the abilities of good and evil necromancer wizards is not only less marked in 3.5 D&D, but they do not get the Pathfinder choice of class abilities between Commanding and Turning the Undead, making it much harder for them to satisfy the prerequisites. For these reasons, GMs would want to decide whether it is necessary or even desirable to allow any non-divine casters to join this prestige class in a 3.5 game.

Encounters: This prestige class is made to order for adventurers. As healers and traveling exorcists they will generally be found on the road or in areas marked by undeath (desecrated cemeteries, ruined desert necropoli, haunted battlefields, etc.), only occasionally stopping by their quarters in the Tower of White Flame to research new spells and create items for use in their crusade.

Glimbur
2012-12-16, 01:30 PM
Crucible

Fry them all, Good will know its own. -typical Crucible thinking

The Crucibles are spellcasters who have a problem. They have all of these lovely area-effect spells that they could use to fry a great number of evil-doers at the same time. However, their allies keep getting tangled up with the bad guys, and Fireballs don’t discriminate. At least, until the Crucible is done tinkering.

Becoming a Crucible
Crucibles tend to be spellcasters who cast a lot of flashy, direct damage spells. They also must be aligned with the forces of Good.

ENTRY REQUIREMENTS
Alignment: Any Good
8 ranks Spellcraft
Spell Focus: Good

Class Skills
The Crucible's class skills (and the key ability for each skill) Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Arcana), Knowledge (Religion), Knowledge (The Planes) (Int), Profession (Wis), and Spellcraft (Int).
Skills Points at Each Level: 2 + int


LevelBABFortRefWillSpecial
Special
1st+0+0+0+2+1 level
Good Aim (5, +2), Good Bounce, Good Lighting
2nd+1+0+0+3
Good Aim(10), Maximize Spell, Good Luck
3rd+1+1+1+3+1 level
Good Aim(20, +4), Good Damage
4th+2+1+1+4+1 level
Good Aim(Immune), EasyMaximize
5th+2+1+1+4
Good Grief, Good News


Hit Dice: d4

Weapon Proficiencies: A Crucible gains no additional weapon or armor proficiencies.

Spellcasting: At every level besides level 2 and 5, a Crucible gains additional spells known, spells per day, and caster level as though you had taken a level in exactly one of your previous casting classes. If you have no previous casting classes, you have no business taking this class.

Good Aim(Su): By adding just a sprinkle of pleasant dreams to your spellcasting, you make your spells safer for the right people. All spells cast by the Crucible do less hit point damage to creatures of any Good alignment, as indicated on the table. At fourth level, his spells no longer can do hit point damage to Good creatures. In addition, Good creatures gain a bonus to saving throws against spells cast by the Crucible which do hit point damage as indicated in the table. For example, if a clumsy second level Crucible caught his three Good allies in a Lightning Bolt, they each take ten less damage whether they make the saving throw or not, and they gain a +2 to the Reflex save.

Good Bounce(Su): By manipulating the etheric vibrations of your spells, you can co-mingle their energy with the essence of Evil in your foes and... look, it’s magic. A first level Crucible can, as a swift action, ‘bounce’ a ray spell which does hit point damage off of one Evil creature. To ‘bounce’ a ray, he must first hit the first target, who is affected by the spell as normal. He may then affect a second target with a second ranged touch attack with a -5 penalty and checking against SR if applicable. The spell has its full effect against the second target, provided it hits and pierces SR. The linear distance the ray travels must not be longer than the total range of the spell. He may ‘bounce’ all of the rays from one spell as part of the same swift action, which is most relevant to Scorching Ray.

Good Lighting(Su): You should have known that there were consequences to swinging Good around willy-nilly. Now you can’t play hide and seek. A Crucible glows as though affected by a continual light spell with a caster level equal to their character level. If the light is dispelled, it reappears 1d4 rounds later. If a creature is dealt hit point damage by a spell cast by a Crucible, it must make a Will save with a DC equal to the DC of the spell or begin to glow as though affected by a Continual Flame spell with a caster level equal to the caster level of the Crucible. If the spell does not offer a save, calculate the save DC as normal for a spell of its level and school as cast by that Crucible.

Maximize Spell: Smiting the evil is hard work. Sometimes it helps to take the guess-work out of your spellcasting. A second level Crucible gains Maximize Spell, as the feat. If he already has Maximize Spell, he may gain another feat of his choice. He must still qualify for the feat as normal.

Good Luck(Su): With additional study of the thaumic nature of Evil, you make your spells more damaging to naughty folks. When a Crucible casts a spell that does hit point damage to at least one Evil creature, he may reroll a number of damage dice equal to his Crucible level. Typically, this is used to reroll the lowest damage dice.

Good Damage(Su): Evil finds your spells to be extra painful. Must be all the Good sauce you put on your pancakes this morning. Spells a Crucible casts which do hit point damage do an additional d6 of damage per spell level to any Evil creatures affected by the spell. This damage is not reduced by a successful saving throw, and is untyped. Spells which do damage over time do this extra damage to any particular Evil creature only once.

Easy Maximize: Math is hard. A fourth level Crucible may reduce the spell slot modifier required for Maximize Spell to +2 instead of +3.

Good Grief(Su): Pouring all of that goodness and light into your spells has made them... different. Good, but different. All spells cast by the Crucible which do hit point damage have the [good] subtype.

Good News(Su): I have some good news for you! Spells which deal hit point damage cast by a fifth level Crucible no longer have a cap on how many damage dice they can do to Evil creatures. For example, a fifth level Crucible with a caster level of 15 casting Fireball on a group of of dretches does 15d6 damage to them, but only 10d6 damage to the neutral Battletitan they are riding.

Playing a Crucible
Cast direct damage spells.
Combat: BURN! BURN! EVERYTHING MUST BE CLEANSED BY THE FLAMES OF PURITY!
Advancement: Consider levels in Archmage, Loremaster, or Sacred Exorcist. You could also return to your original spellcasting class but PrCs are often better.
Resources: It depends on what organizations this Crucible is associated with. They probably also travel with a group of Good people who are doing Good with swords that are worth more than castles.

Crucibles in the World
I’m glad he is on our side. - Anonymous villager

Crucibles find that the best approach to evil is to blow it up.
Daily Life: Wake up. Prepare spells. Slay evil. Then, cake.
Notables: Vladimir Ivan-Petrovsky, noted Crucible, was essential in the victory of Good at the Slaughter of Orc-Home.
Organizations: Crucibles are often supported by Good churches or other groups that support the furthering of Good in the world.

NPC Reaction
Most NPCs won’t tell the difference between a Crucible and a more typical spellcaster. Those in the know will either regard them as less dangerous or more dangerous, depending on their moral inclination.

Crucibles in the game
Crucibles are likely to laugh while throwing AoE spells over a mixture of allies and enemies. Moreover, their spells will be more dangerous than those from a bog standard wizard. On the other hand, they are two casting levels behind.
Adaptation: You can staple almost any spellcaster-friendly Good organization to the Crucible. Just throw in some fluff, maybe a special requirement about joining their society, and you’re off to the races.
Encounters: If the party is Evil, a Crucible is an amusing addition to an encounter. If the party is Good, a Crucible is a potential ally. If the party is neutral, they need to get off the fence and pick a side.

Sample Encounter
HALT VILLAIN! [roll for initiative]

ErrantX
2012-12-21, 11:03 AM
Bumping the contest, I know we're all busy with the holidays, just thought I'd get a little more spot light before them.

-X

dspeyer
2012-12-24, 01:34 AM
ARCANE PALADIN

When you cut with your sword, do not seek to cut, seek to strike down evil and protect the good.
When you make a rousing speech, do not seek to make a rousing speech, seek to strike down evil and protect the good.
When you cast a powerful spell, do not seek to cast a powerful spell, seek to strike down evil and protect the good.
It does not matter if you cut or speak or cast, only that you strike down evil and protect the good.
But if you happen to be especially skilled in one of those things, go ahead and specialize in it.
-- A cloistered cleric of Pelor begins teaching a class of would-be heroes, some of whom will go on to become arcane paladins.

Many feel the call of righteousness. Some act with their strength (http://www.d20srd.org/srd/classes/paladin.htm). Some act with their wits (http://www.giantitp.com/forums/showthread.php?t=250004). And some act with their magic. All are supported by the elemental forces of goodness.

Arcane paladins differ from guardian or consular paladins in that they must begin their training as ordinary arcane casters. This is a simple practicality. Any child has some idea of violence and cunning, but generally not of magic. You cannot devote your magic to righteousness until you have magic to devote.

BECOMING AN ARCANE PALADIN
Becoming an arcane paladin is not complicated. One must merely commit to the service of goodness and mean it. Often beginning arcane paladins are tutored by more experienced ones, who can give advice on managing duties and being tactically effective despite restrictions. If no mentor is available, sometimes an angel will be sent to explain things.

ENTRY REQUIREMENTS
Alignment: Any Good
Arcane Spellcasting: Any
Knowledge(religion): 4 ranks
Special: Must sincerely commit to fulfilling all paladin duties

Class Skills
The Arcane Paladin's class skills are: Concentration, Diplomacy, Knowledge(arcana), Knowledge(religion), Knowledge(the planes), Spellcraft
Skills Points at Each Level: 2 + int

Hit Dice: d4


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDutySpells
1st0002Aura of good, Detect evilGoodness+1 of existing class
2nd1003Smite evilResponsibility+1 of existing class
3rd1113Divine grace, Simple healingCompassion+1 of existing class
4th2114Complex healing, Divine healthGentleness+1 of existing class
5th2114Aura of courageHonor+1 of existing class
6th3225Aura of freedomRespect+1 of existing class
7th3225Special familiarFairness+1 of existing class
8th4226Turn undeadMercy+1 of existing class
9th4336Paladin spell ListSolidarity+1 of existing class
10th5337Divine equivalencePiety+1 of existing class



Class Features

Aura of good(su):
The power of an arcane paladin’s aura of good (see the detect good spell) is equal to her arcane paladin level.

Detect evil(su):
At will, an arcane paladin can use detect evil, as the spell.

Smite evil(su):
An arcane paladin may attempt to smite evil with one normal spell. She adds her Charisma bonus (if positive) to any attack roll, save DC, or caster level check and may deal 1 extra point of damage per arcane paladin level if she wishes. If the arcane paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. She may use this ability once per day per arcane paladin level.

Divine grace(su):
An arcane paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Simple healing(su):
An arcane paladin adds all cure spells to her class list, and to her spells known or spellbook as applicable. Furthermore, like a cleric, she can spend any prepared spell or unused spell slot to cast a cure spell of equal or lesser level.

Complex healing(su):
An arcane paladin adds the following spells to her class list, and to her spells known or spellbook as applicable: Remove Paralysis, Lesser Restoration, Remove Blindness/Deafness, Remove Curse, Remove Disease, Restoration, Neutralize Poison, Heal, Regenerate, Greater Restoration.

Divine health(su):
An arcane paladin gains immunity to all diseases, including supernatural and magical diseases.

Aura of courage(su):
An arcane paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the arcane paladin is conscious, but not if she is unconscious or dead.

Aura of freedom(su):
An arcane paladin is immune to compulsions. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the arcane paladin is conscious, but not if she is unconscious or dead.

Special familiar(su):
An arcane paladin gains a familiar, as if her wizard level were equal to her caster level, with certain bonuses. If she already has a familiar, its abilities increase to match these. In addition to the normal list, an arcane paladin may select a horse or riding dog as a familiar. The master of a horse or riding dog familiar gains a +5 bonus to base speed.

In addition to the benefits a familiar usually gets, an arcane paladin's familiar gains:


arcane paladin levelbenefit
7Ability to speak common
8Improved speed +10
9Command creatures of its kind (animals only)
10Immunity to fear and compulsion



Turn undead(su):
An arcane paladin turns undead as a cleric whose level was half her total hit dice would. She may use this ability a number of times per day equal to 3 + her Charisma modifier.

Paladin spell List(su):
An arcane paladin adds the paladin spell list to her class spell list.

Divine equivalence(su):
An arcane paladin can treat her spells as divine when it is beneficial to do so, except for purposes of arcane spell failure.

Duties

As an arcane paladin grows in power, more is expected of her. Still, it is understood that everyone fails sometimes. With a few exceptions, an arcane paladin who strays from the path must win forgiveness from whomever she has wronged. Her aura makes people inclined to be reasonable, but some proportional form of restitution is usually required. If the victim is dead or otherwise uncontactable, she can still discuss matters of forgiveness and restitution (but not other subjects) with a five-minute ritual. As needed, the upper plains provide a subtle reminder in the back of an arcane paladin's mind of any uncorrected lapses.

If an arcane paladin leaves a lapse uncorrected for an hour, she immediately loses all class features gained since she assumed that duty (for example, a 3rd level arcane paladin who failed of responsibility would lose the smite evil, divine grace and simple healing abilities, but not detect evil). A wizard arcane paladin who loses the complex healing or paladin spell list features retains any spells from them that she has already prepared.

An arcane paladin who leave a lapse uncorrected for a full day loses all remaining class features. For each additional day, she loses one level of spellcasting ability.

If fulfilling a duty or correcting a lapse would cause great suffering, an arcane paladin can petition any good god for a special exemption. No particular ritual is required, though most arcane paladins invent one. The god will hear the plea, and decide whether the circumstances are actually that special. The answer is then communicated directly to the arcane paladin's mind.

An Atonement spell cancels the effects of all uncorrected lapses (though convincing a cleric to perform one may be difficult).

Goodness
An arcane paladin must maintain a generally good alignment.

Responsibility
An arcane paladin cannot permit evil to take place if she has the power to stop it (if she is fully committed to fighting a greater evil, this counts as unable). Since the evil may have had many victims, the arcane paladin need only win forgiveness from one representative victim.

Compassion
An arcane paladin must help those in need if she can, provided they do not plan to use that help for evil ends.

Gentleness
An arcane paladin must not hurt any intelligent being, even as a side-effect, unless that being deserves it, and even then only to the degree which is deserved. In this latter case (and only in this latter case), she may heal the harm done instead of seeking forgiveness, if she can.

Honor
An arcane paladin must always keep her promises.

Respect
An arcane paladin must always respect the right of other people to live their lives as they choose, so long as their choices are not evil.

Fairness
An arcane paladin must allow every intelligent, free-willed being a chance to prove its worth or lack thereof. She cannot judge by species, nationality or other non-voluntary signs, even if they are usually accurate.

Mercy
An arcane paladin must give an enemy a chance to surrender before killing them. This chance may be given up to a day in advance. She may then turn surrendered prisoners over to law enforcement, even of a nation which is likely to execute them. Since this duty involves victims who deserved death (or if they didn't, that's addressed by another duty), their forgiveness is not required. Instead, the arcane paladin must construct a shrine to the dead, spending 8 hours and 1000 gp on the task.

Solidarity
An arcane paladin must support all others who fight for righteousness, whether by sword or by pen.

Piety
An arcane paladin must show respect to all good churches, even those which oppose her regarding law/chaos. Since a church is an abstract principle, any member of the clergy of the offended church can offer the forgiveness.

Former Arcane Paladins
An arcane paladin who wishes to return to being an ordinary spellcaster can petition the upper planes for release. Such petitions are almost always granted -- only if the purpose is deeply dishonorable or the circumstances near-apocolyptic would the forces of good compel someone to serve. A former arcane paladin loses all class features, but retains all spellcasting. She is released from all duties and from the consequences of any lapses. A former arcane paladin who wishes to be re-instated can petition for that as well, but such petitions are not always granted. As a general rule, those who wish to go back and forth as convenient are denied, but those who have had a major change in their lives or their natures are welcomed.

Arcane paladins may freely multiclass, but tend to refer to themselves as "arcane paladins", even if they are more advanced as, for example, guildmages.

PLAYING AN ARCANE PALADIN
Combat: An arcane paladin fights very much like the caster she started as. She may be somewhat more inclined to use spells which directly target enemies, to make good use of her Smite Evil class feature, but this is not a requirement. She does needs to be somewhat more careful with area-effect spells, but adventuring comrades tend to be forgiving of such things. It is why she fights that truly distinguishes an arcane paladin from an ordinary arcanist.
Advancement: Arcane paladins who cannot advance their paladin abilities further tend to find other ways to advance their arcane abilities, such as becoming incantrixes or guildmages.
Resources: All non-evil people are usually supportive of an arcane paladin, at least until she asks them to risk something they care about. Organizations of arcane paladins are rare, as they are too busy fighting evil to form organizations. In some areas, the church of Corellon takes this function.

ARCANE PALADINS IN THE WORLD
I always thought paladins used swords. Now I know better. Not that I'm complaining, mind you, I doubt any swordsmen could have stopped that horde.
--A farmer who was saved from an army of hobgoblins by an arcane paladin

Daily Life: Like guardian and consular paladins, an arcane paladin's life revolves around the fight against evil. Discovering it, hunting it down, and eliminating it.
Notables: Legend has it that the first arcane paladin was Calenole, an elvish wizard who forced an avatar of Gruumsh back to the lower planes. It is likely, however, that other arcane paladins existed first, but no one wrote down their deeds.
Organizations: Arcane paladins are rarely organized beyond informal circles connected with Sending, but sometimes the good churches, especially of Corellon take this role.

NPC Reaction
Most people are happy to meet someone dedicated to goodness, unless they are involved in nefarious activity themselves. The largest exception is Boccobian wizarding purists, who believe the art of magic should come above any purpose to which it is used.

ARCANE PALADINS IN THE GAME
It is expected that an arcane paladin will be limited by the duties, and that she will sometimes fail, and that forgiveness will not always be easily obtained. Still, this should never be allowed to cripple the class. A DM can adjust this balance with NPC behavior, including the availability of NPC clerics who are happy to cast atonement.
Adaptation: This class can also be used for psionics. The changes are fairly trivial.
Encounters: A good-aligned party is unlikely to come into conflict with an arcane paladin. They are more likely to run into one who is tracking the same evil they are.

Vaynor
2013-01-01, 08:13 PM
MALEFIC SENTINEL

http://i.imgur.com/ZQfkL.jpg
image credit to nordheimer (http://nordheimer.deviantart.com/art/Heor-Corbray-293970919) on deviantArt

”In the name of Heironeous, my curse will be your downfall!

A malefic sentinel is an ex-hexblade who decided to become a paladin. The malefic sentinel combines the divine power and martial might of the paladin with the arcane curses of the hexblade to devastating effect, becoming a force for good in the world. The malefic sentinel turns his bad luck into a holy smite, and channels good luck to his allies. A malefic sentinel’s main role is protection against evil, and he often uses his abilities to protect his allies from harm. A malefic sentinel is very resistant to magic and can be highly effective in his role.

BECOMING A MALEFIC SENTINEL
A malefic sentinel is an ex-hexblade who decided to go against his natural gifts and become a paladin. This could be because he wanted to turn his life around and right his wrongs, or maybe he was inspired by the divine, or sought out the divine for its power. Regardless of his reason, the malefic sentinel gave up his life as a hexblade for the life of a paladin, but instead of foregoing all of his arcane abilities he instead melded them with his new, divine powers. This path is a hard one, as the ex-hexblade loses his class features (as detailed in the hexblade entry) until he becomes a malefic sentinel due to becoming lawful good.

ENTRY REQUIREMENTS
Base Attack Bonus: +5
Alignment: Lawful Good
Special: Hexblade’s curse class feature, mettle class feature, divine grace class feature

Class Skills
The malefic sentinel's class skills (and the key ability for each skill) Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana)(Int), Knowledge (nobility and royalty)(Int), Knowledge (religion)(Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skills Points at Each Level: 2 + int

Hit Dice: d10



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
2nd
3rd
4th
5th


1st

+1

+2

+0

+2
Cursed smite, special mount, divine hexer

1










2nd

+2

+3

+0

+3
Touch of arcana 1/day

2

0








3rd

+3

+3

+1

+3
Aura of luck, divine health

2

0








4th

+4

+4

+1

+4
Greater cursed smite, bonus feat

2

1








5th

+5

+4

+1

+4
Touch of arcana 2/day

2

1

0






6th

+6

+5

+2

+5
Font of fate

2

2

0






7th

+7

+5

+2

+5
Aura of unluck 1/day

3

2

1






8th

+8

+6

+2

+6
Touch of arcana 3/day, bonus feat

3

2

1

0




9th

+9

+6

+3

+6
Mighty cursed smite

3

3

2

1




10th

+10

+7

+3

+7
Aura of unluck 2/day

3

3

2

1




11th

+11

+7

+3

+7
Touch of arcana 4/day

3

3

2

2

0


12th

+12

+8

+4

+8
Bonus feat

3

3

3

2

1


13th

+13

+8

+4

+8
Aura of unluck 3/day

3

3

3

2

1


14th

+14

+9

+4

+9
Dire cursed smite, touch of arcana 5/day

3

3

3

3

2


15th

+15

+9

+5

+9
Luck of the gods

3

3

3

3

2



Weapon Proficiencies: A malefic sentinel does not gain any proficiencies with weapons or armor.

Spellcasting: A malefic sentinel’s spellcasting acts as a combination of hexblade and paladin spellcasting. The malefic sentinel has access to spells from the hexblade and paladin spell lists (see Spells Known). A malefic sentinel casts all spells as divine spells (even when casting hexblade spells), and must prepare his spells each day as a paladin does. A malefic sentinel uses his Charisma score as his primary spellcasting attribute for determining bonus spells, save DCs, etc. To prepare or cast a spell, a malefic sentinel must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a malefic sentinel’s spell is 10 + the spell level + the malefic sentinel’s Charisma modifier.

Spells Known: A malefic sentinel has access to all paladin spells and learns hexblade spells according to the chart below. In addition to paladin and hexblade spells, the malefic sentinel knows all spells on the malefic sentinel spell list (see below).



Level
1st
2nd
3rd
4th



1

3









2

3

2







3

4

2







4

4

3







5

4

3

2





6

4

4

2





7

4

4

3





8

4

4

3

2



9

4

4

4

2



10

4

4

4

3



11

4

4

4

3



12

5

4

4

4



13

5

5

4

4



14

5

5

5

4



15

5

5

5

5



Spell List
1st-level Spells

Critical StrikeSpC
Detect Poison
Enlarge Person
Expeditious Retreat, SwiftSpC
NightshieldSpC
Shield
ShieldbearerSpC
True Strike
Wall of SmokeSpC

2nd-level Spells

Daggerspell StanceSpC
Darkvision
Ghost Touch ArmorSpC
Invisibility, SwiftSpC
Light of MercuriaSpC
Marked ObjectSpC
Mindless RageSpC
Phantom FoeSpC
Protection from Arrows
Scintillating ScalesSpC

3rd-level Spells

Blink
Daylight
Deeper Darkness
DiamondsteelSpC
DragonskinSpC
Find the GapSpC
Gentle Repose
Haste
Heroism
Hold Person
UnluckSpC

4th-level Spells

Battle HymnSpC
Cursed BladeSpC
Freedom of Movement
Locate Creature
Stalwart PactSpC
Stoneskin
VulnerabilitySpC
Wall of Law/GoodSpC

5th-level Spells

Break Enchantment
Cloudkill
Commune
Cure Light Wounds, Mass
Dimension Door, GreaterSpC
Dispel Magic, Greater
Draconic MightSpC
Englarge Person, GreaterSpC
Ironguard, LesserSpC
RefusalSpC
RevivifySpC
Righteous Might
Righteous Wrath of the FaithfulSpC
Shadow Walk
Spell Resistance
Symbol of Spell LossSpC
Wall of Stone



Divine Hexer: A malefic sentinel has forgone the path of the hexblade and taken up that of a paladin, but the benefits from his time as a hexblade are not lost. For the purposes of all malefic sentinel class abilities, combine hexblade, paladin, and malefic sentinel levels to ascertain the character’s effective malefic sentinel level. In addition, use the malefic sentinel’s effective malefic sentinel level to determine the effectiveness of lay on hands, aura of good, and turn undead (malefic sentinel does not grant these abilities).

Special Mount (Su): A malefic sentinel gains the service of an unusually intelligent, strong, and loyal steed to serve him. This mount is usually a heavy warhorse (for a Medium malefic sentinel) or a warpony (for a Small malefic sentinel). This is similar in use to a paladin’s special mount.

Once per day, as a full-round action, a malefic sentinel may magically call his mount from the celestial realms in which it resides. The mount immediately appears adjacent to the malefic sentinel and remains for 2 hours per malefic sentinel level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the malefic sentinel may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed.

Should the malefic sentinel’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The malefic sentinel may not summon another mount for seven days or until he gains a malefic sentinel level, whichever comes first, even if the mount is somehow returned from the dead. During this seven-day period, the malefic sentinel takes a -1 penalty on attack and weapon damage rolls.

Cursed Smite (Su): The malefic sentinel’s ability to transfer his bad luck to an enemy is empowered by his new divine prowess. The cursed smite is useable once per day, and an additional time per day per point of Cha modifier (minimum 1). As a swift action, the malefic sentinel may smite an enemy, cursing them with bad luck. This ability is not useable against creatures of Good alignment or with the Good subtype. The target must be in the malefic sentinel’s line of sight and be within 60 feet. The target of the malefic sentinel’s curse takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 round per effective malefic sentinel level. A successful Will save (DC 10 + 1/2 effective malefic sentinel level + the malefic sentinel’s Cha modifier) negates the effect. If the effect is negated due to a successful save or due to alignment/subtype, the cursed smite does not count as being used (i.e. only a successful cursed smite lowers the remaining uses per day).

In addition to the penalties associated with the cursed smite, any enemy affected by this ability is also taunted into attacking the malefic sentinel as opposed to his allies. Any target affected by cursed smite (and who fails their saving throw) is also affected by this effect. One round after being affected by cursed smite, the target may attempt an additional Will save at the same DC to break the taunt effect. When taunted, the target will attack the malefic sentinel whenever possible, treating them as the primary and sole target of their aggression. Otherwise, the target acts normally (and would not pursue the malefic sentinel more than it would pursue any other enemy).

A malefic sentinel may sacrifice one of his spells per day to gain an additional use of cursed smite. The spell slot may be sacrificed at any time during the day, but the malefic sentinel must use the highest level spell slot he has available (for example, if the malefic sentinel can cast 1st, 2nd, and 3rd level spells, he must sacrifice a 3rd level spell).

Any effect that dispels or removes a curse eliminates the effects of a malefic sentinel’s cursed smite.

This ability improves and replaces the hexblade’s curse class feature.

Touch of Arcana (Su): At 2nd level, the malefic sentinel gains the ability to infuse his holy smite with arcane energy once per day. Touch of arcana allows the malefic sentinel to spontaneously cast any hexblade spell he is able to cast as a Quickened spell (as long as the spell’s cast time is a standard action or quicker), making it a swift action. If the spell cast with touch of arcana deals damage, it deals additional damage equal to the malefic sentinel’s Charisma modifier. This extra damage is not dealt if the target of the spell is of Good alignment or has the Good subtype (if the spell has no target, the extra damage is dealt on a case-by-case basis).

Non-good creatures receive a -2 penalty on saves against spells cast with touch of arcana, and evil creatures receive an additional -2 penalty (for a total of -4).

This ability is useable an additional time per day at levels 5, 8, 11, and 14.

This ability replaces the paladin’s smite evil class feature.

Aura of Courageous Luck (Su): Knowing luck is on his side, the malefic sentinel and his allies charge into battle without fear. The malefic sentinel is immune to all fear effects (magical or otherwise), and his allies within 30 ft. gain a +4 morale bonus on saving throws against fear effects.

Divine Health (Ex): At 3rd level, the malefic sentinel gains immunity to all diseases, including supernatural and magical diseases.

Greater Cursed Smite (Su): At 4th level, the malefic sentinel’s cursed smite ability grows in power. The penalties from his curse increase from -2 to -4.

Bonus Feat: At levels 4, 8, and 12, the malefic sentinel gains a bonus fighter or metamagic feat.

Font of Fate (Su): At level 6, the malefic sentinel is blessed with divine luck. Just when the odds are against the malefic sentinel, a burst of divine luck can turn the fight in his favor. This ability improves his aura of courageous luck to improve the luck of his allies directly. The malefic sentinel and any ally within 30 ft. may choose to re-roll any attack roll, skill check, ability check, or saving throw that results in a natural 1, even if the roll would normally automatically miss, fail, or otherwise not succeed on a natural 1. The second roll can still incur this effect if it is a natural 1 as well. This effect is available once per encounter for each ally, but only up to a maximum number of uses per day equal to the malefic sentinel’s Charisma modifier (so one character could take advantage of this ability multiple times per day, but only once per encounter). The malefic sentinel decides who is considered his ally, and may grant or remove use of this ability to anyone within 30 ft. at any time. Any affected player or NPC feels especially lucky when this ability is available.

Aura of Unluck (Su): Once per day, a malefic sentinel of 7th level or higher can create a baleful aura of misfortune. Any melee or ranged attack made against the malefic sentinel while this aura of unluck is active has a 20% miss chance (similar to the effect of concealment). Activating the aura is a free action, and the aura lasts for a number of rounds equal to 3 + the malefic sentinel’s Charisma bonus (if any).

At 10th level, the malefic sentinel can use aura of unluck an additional time per day, up to a maximum of three times per day at level 13.

Mighty Cursed Smite (Su): The malefic sentinel’s cursed smite continues to grow in power as his divine might increases. At level 9, the penalties of cursed smite increase to -6 from -4.

Dire Cursed Smite (Su): At level 14, the malefic sentinel’s cursed smite reaches the peak of its power. In additional to the normal penalties associated with cursed smite, the target is also dazed (as the daze spell) for 1d4 rounds. Targets with higher hit dice than the character’s effective malefic sentinel level are not affected by the daze.

Luck of the Gods (Su): At level 15, the malefic sentinel can call upon the gods directly to intervene in battle. Once per day, the malefic sentinel may become a catalyst for divine power and luck. All allies (including the malefic sentinel) within 60 ft. are infused with divine power and deal additional damage on all spells and attacks (including spells that do not normally deal damage, and additional non-lethal damage on attacks or spells that would normally deal non-lethal damage) equal to the malefic sentinel’s Charisma modifier. Any healing affects are also improved by the malefic sentinel’s Charisma modifier. In addition, all attack rolls are automatically successful and all save DCs of spells cast are increased by the malefic sentinel’s Charisma modifier. Anyone affected by this ability still rolls attack rolls as normal and can get a critical strike as normal, but the attack is successful regardless of the result. All attacks are considered good and lawful, and all spells gain the good and lawful descriptors.

This ability can be activated as an immediate action, and lasts for 1 full round. After this effect ends, the malefic sentinel’s body is weak due to the amount of divine energy channeled through him, and he is immediately exhausted.

Ex-Malefic Sentinels

Like a paladin, the malefic sentinel loses much of his power if he ceases to be lawful good or willingly commits an evil act. If this happens, the malefic sentinel loses access to all malefic sentinel class features and cannot progress in the malefic sentinel class. If the malefic sentinel atones (via the atonement spell, as a paladin), or rights his wrongs if he lost his power due to committing an evil act (as determined by the DM), class abilities and advancement potential is restored.

The Malefic Sentinel’s Mount

The malefic sentinel’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium malefic sentinel is a heavy warhorse, and the standard mount for a Small malefic sentinel is a warpony. Another kind of mount, such as a riding dog (for a halfling malefic sentinel) or a Large shark (for a malefic sentinel in an aquatic campaign) may be allowed as well.

A malefic sentinel’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).



Malefic Sentinel Level
Bonus HD
Natural Armor Adj.
Str Adj.
Int
Special



1st-3rd

+2

+4

+1

6
Speak with master, empathic link, mettle, share spells, share saving throws



4th-6th

+4

+5

+2

8
Improved speed +10, speak with creatures of its kind



7th-9th

+6

+7

+3

10
Command creatures of its kind



10th-12th

+8

+8

+4

12
Spell Resistance



13th-15th

+10

+10

+5

14
DR 5/evil, improved speed +20



Malefic Sentinel’s Mount Basics

Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.

Bonus HD
Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.
The number on the table is an improvement to the mount’s existing natural armor bonus.

Str Adj.
Add this figure to the mount’s Strength score.

Int
The mount’s Intelligence score.

Speak with master (Ex)

The mount and the malefic sentinel may communicate verbally as if they were using a common language. Other creatures cannot understand the communication.

Empathic Link (Su)
The malefic sentinel has an empathic link with her mount out to a distance of up to 1 mile. The malefic sentinel cannot see through the mount’s eyes, but they can communicate empathically.

Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.

Because of this empathic link, the malefic sentinel has the same connection to an item or place that her mount does, just as with a master and his familiar.

Mettle (Ex)
When subjected to an attack that normally allows a Will or Fortitude saving throw for a lesser effect, a mount instead completely negates the effect on a successful saving throw.

Share Spells
At the malefic sentinel’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.

The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the malefic sentinel before the duration expires.
Additionally, the malefic sentinel may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. A malefic sentinel and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).

Share Saving Throws
For each of its saving throws, the mount uses its own base save bonus or the malefic sentinel’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

Improved Speed (Ex)
The mount’s speed increases by 10 feet, and an additional 10 feet increase at levels 13-15.

Speak with creatures of its kind (Ex)
The mount may speak with creatures of the same type or that are similar (for example, a riding dog could communicate with all dogs, a warhorse could communicate with horses, donkeys, etc.). Such communication is limited by the intelligence of the conversing creatures.

Command (Sp)
Once per day per two malefic sentinel levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + ½ malefic sentinel’s level + malefic sentinel’s Cha modifier) to negate the effect.

Spell Resistance (Ex)
A mount’s spell resistance equals its master’s malefic sentinel level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.

Damage Reduction (Ex)
The mount gains 5 damage reduction (bypassed by evil attacks).


PLAYING A MALEFIC SENTINEL
A malefic sentinel is primarily a melee combatant, just as the hexblade and paladin are. A malefic sentinel is especially concerned with protecting his allies and uses his abilities to protect them as much as he can. He uses his curses and spells to supplement his martial abilities. The malefic sentinel relies on clever use of his abilities to influence a fight in his favor. Although he is a champion of good now, the malefic sentinel’s high Charisma score and access to the more subtle spells of the hexblade allow him to be more stealthy and use his Bluff skill to his advantage to persuade.
Combat: Commonly, a malefic sentinel will begin a battle by cursing the most powerful opponent (or the opponent he deems to be the biggest threat at the onset of battle) in an effort to protect his allies by making use of the taunt effect of his cursed smite. If he is high enough level, the malefic sentinel will activate his aura of unluck when threatened in combat to reduce the damage he takes. The malefic sentinel uses his touch of arcana whenever he sees the opportunity for it to provide assistance. Depending on the enemies he faces, the malefic sentinel might deem it necessary to curse multiple opponents. Many of the malefic sentinel’s spells are especially helpful in controlling the battlefield instead of dealing damage directly, so malefic sentinels usually focus on using their spells for battlefield control.
Advancement: The malefic sentinel has a few options, mainly between focusing on his supernatural abilities and spells or focusing on his more direct combat abilities and relying on the passive nature of his class and his defensive capabilities to keep him safe in battle. If the malefic sentinel focuses on spellcasting and his supernatural abilities, he would want to make his Charisma score as high as possible to increase the effectiveness of those effects. A more melee oriented malefic sentinel would put a greater effort into improving his Strength and Constitution scores and his armor and weapons (while still keeping his Charisma at the minimum amount required to cast spells).
Resources: While many divine and good characters might be wary of the malefic sentinel’s origins, most divine spellcasters and good-aligned characters make effective allies for a malefic sentinel. If associated with a church, a malefic sentinel might be able to draw upon its resources in a time of need.

MALEFIC SENTINELS IN THE WORLD
”A dark beginning, yes, but we all have our faults. You cannot doubt it, though, he’s been blessed by Heironeous.”
~Arten, high cleric of Heironeous~

Malefic sentinels’ arcane attributes from their origin as a hexblade are not especially obvious at a glance, so they fit in rather well with other holy warriors. Anyone dubious of their commitment to the divine is quickly corrected.
Daily Life: The malefic sentinel dedicates much of his life to being a protector of his allies and the general populace. Outside of his duties as a protector, the malefic sentinel spends his time honing his combat skills.
Notables: One of the most notable malefic sentinels is Balrec, a neutral human hexblade who was caught by the imperial guard and sentenced with execution for a crime he did not commit. He managed to persuade the Empress’s bodyguard, a paladin, of the veracity of his story and was taken in as the bodyguard’s squire. Later, he gained renown when he defended the princess from a demon assassin, later becoming her personal bodyguard when she became empress.
Organizations: There are no malefic sentinel organizations of note, although the few malefic sentinels that exist know of each other and have a close bond. When asked for help by another malefic sentinel, if the cause is righteous, a malefic sentinel will usually assist in whatever way he can.

NPC Reaction
Most people see a malefic sentinel as no more than a paladin, although some might take note of their more nefarious abilities. By appearance, however, a malefic sentinel looks every part the perfect holy warrior.

MALEFIC SENTINELS IN THE GAME
The malefic sentinel often takes the role of the protector in a party and is usually found at the front of combat. There is not much difference from a paladin as far as a DM is concerned, except the malefic sentinel is more adept at protecting their party directly than a paladin is able to.
Adaptation: The malefic sentinel could be adapted to be based off of another arcane warrior-type class (such as the duskblade) without much change to his actual abilities. In a setting without divine power in the hands of the players, the divine elements could be removed from the class with little changes as well.
Encounters: If the PCs are good-aligned, they will rarely encounter a malefic sentinel in combat unless they are doing something that prevents the malefic sentinel from achieving a greater goal (at this point, the malefic sentinel will attempt to be diplomatic but will ultimately not be stopped in his quest). For an evil party, a malefic sentinel fits right in as an encounter. If they encounter another hexblade, they will likely attempt to show them the benefits of their own path as a divine crusader and train them as a malefic sentinel.

Grelna the Blue
2013-01-07, 05:36 PM
Bump. Contest deadline tomorrow (January 8) at midnight.

Hyooz
2013-01-08, 03:14 AM
The Vibrant Ones

http://i.imgur.com/kcbMa.jpg?1

”While there is much darkness in the world, there remains equal potential for light to shine ever brighter. We will show the world the power of one’s own soul. We are the light in the blackest night. We are the beacon for the lost. We are the flame that soothes the wounded and devours the wicked.

Even unto the end, the Vibrant Ones will remain. Must remain. So keep your faith, neophyte. All things just may depend on it.” - Master Tourm, the First Grandmaster

The Vibrant are a group of martial artists who have dedicated themselves to the ideal that individuals have the capacity to enact real change in the world with the power of their own will, rather than relying on the strength of a deity. Their philosophy does not forbid worship of gods, but emphasizes the strength of a man’s own volition, making every effort to remain secular.

Though the teachings have long since evolved to suit followers of more variant pursuits, the Vibrant Ones began as a group of Swordsages, who saw their unique arts as a way to express their inner state. The flames of the Desert Wind discipline became the perfect litmus test, as with even a cursory amount of training, their colors could be made to shift in order to represent the state of the soul from which they were kindled.

Thus, forged in gleaming white fire, the Vibrant Ones were born. There were, inevitably, branching sects - the Stoics and their still, stable flames and the Enkindlers, who prized man’s ability to enact his own will on the world, whatever it may be.

BECOMING A VIBRANT ONE
Vibrant Ones are typically initiated by a master, though some self-taught practitioners of the white flame have been known. To begin the path is fairly simple, it is a philosophical shift and a slight change in technique. Continuing the path, however, can be a long and lonely road as you find yourself being tempered by your own flames.

ENTRY REQUIREMENTS
Alignment: Any Good (see sidebar)
Initiating: At least one Desert Wind maneuver known of at least level 3
Special: Trained under a Master of the Vibrancy or spent a week in focused meditation and self-purification

Regarding the Alignment Requirement:

Though the Vibrant Ones as an organization are committed to upholding good ideals, it is not their good-ness that gives them their strength. Rather, they are strong for the sake of their good-ness. Thus, a Vibrant One who ‘falls’ to neutral or evil does not lose any class features - though there are other consequences to this, not the least of which being that they may need to seek instruction elsewhere.

Class Skills
The Vibrant One's class skills (and the key ability for each skill) are Climb, Concentration, Diplomacy, Handle Animal Intimidate, Jump, Martial Lore, Ride, Sense Motive, Tumble
Skills Points at Each Level: 4 + Int

Hit Dice: d8

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

1st|
+1|
+0|
+2|
+2|The Light Within, Akashic Renewal

2nd|
+2|
+0|
+3|
+3|Path of Radiance (Alight the Darkness)

3rd|
+3|
+1|
+3|
+3|Glimmer

4th|
+4|
+1|
+4|
+4|Path of Radiance (Speed of Light)

5th|
+5|
+1|
+4|
+4|Searing Strikes

6th|
+6|
+2|
+5|
+5|Path of Radiance (Guiding Light)

7th|
+7|
+2|
+5|
+5|Shimmerdance

8th|
+8|
+2|
+6|
+6|Path of Radiance (Beacon of Hope)

9th|
+9|
+3|
+6|
+6|Upon the Rays

10th|
+10|
+3|
+7|
+7|Prismatic Release, Path of Radiance (Flash of Power)[/table]

{table=head]Maneuvers Known|Maneuvers Readied
1|0
0|0
1|1
0|0
1|0
0|1
1|0
0|0
1|1
0|0[/table]

The Light Within: ”This new strength is your own. You claim it, you shape it, you display it. You need not rely on gods or men. Merely let your inner light shine.”

The ritual Vibrant Ones are initiated with is also their most defining feature. As they fight, their techniques shine with a strange light, most obvious when the flames of the Desert Wind blaze. This light is a revelation of their inner state, a willing demonstration to the world of their commitment to transparency and, in the case of the Vibrant Ones, upholding good natures. It is a tool not only to show the world, but also to keep the Vibrant One accountable. As his own ideals shift, so do does the color of his light. This is, however a commitment being made. A shift takes place within Vibrant Ones - some call it opening a chakra, some call it an opening of the mind - whatever takes place, it cannot be suppressed.

This is most obvious in the flames of the Desert Wind discipline. Dedicated Vibrant Ones will conjure flames of the color they most strongly associate with purity. (This is typically white, though it has been known to vary culture to culture. The sandy flames of the desert nomads are a true sight to behold.) What’s more, the flames will subtly shift to represent other aspects of the Vibrant One’s soul. (A chaotic Vibrant One may evoke flames that erupt suddenly, spreading in great plumes before vanishing altogether. Some may resemble fireworks more than true flames.) Practitioners are known to meditate regularly on a small manifestation of their flame, taking in its unique aspects to better understand their own selves.

Any time the Vibrant One initiates a martial maneuver, his body glows with a soft light, shedding bright illumination out to 10’ and shadowy illumination out to 20’.

Akashic Renewal (Ex): ”In your time of need, do not forget your training. Calling upon even the basics can keep you glowing.”

The Vibrant Ones are beacons shining in the darkness, and in order to be that for the world, they had to develop a method to continue fighting well beyond their original capability. They discovered that their new determination could drive the light within them to new brightness, as long as they were steeped in the rigors of combat.

Starting the first combat round they initiate a maneuver, every other round they are involved in an active combat, a Vibrant One refreshes one expended maneuver automatically as a free action.

The Path of Radiance: ”Remember, you must rely on your own strength. There will come a time when the gods of men fail them, and that is when we must shine the brightest.”

In their hopes of becoming a secular fighting force against the darkness, the Vibrant Ones developed a series of techniques aimed to channel the inner energy within all creatures. They called it the Path of Radiance, after their inner light, and mastering it became a sign of a Vibrant One’s progress through their teachings.

Radiances work similarly to martial stances, but can function alongside them rather than replacing them. Activating or disabling a Radiance is a swift action, but one Radiance can be activated during the same swift action another is disabled.


Alight the Darkness: The first, and most basic, Radiance the Vibrant One learns is the ability to turn their light against evil creatures. While this Radiance is active, all attacks against Evil creatures deal additional Good damage equal to twice their class level.

Speed of Light: Far from a simple snap of the wrist or quick, simple motion, at 4th level the Vibrant One learns to imitate the speed at which their light shines. When this radiance is active, when you make a melee attack (including a standard attack, full attack, or even strike maneuver) you can make an additional attack at your highest attack bonus.

Guiding Light: Like a beacon, shining on the horizon to guide ships safely to port, the Vibrant One’s inner light inevitably brings his blows to their intended target. While this Radiance is active, the Vibrant One’s melee attacks automatically hit, however, enemies targeted by them are entitled to a Reflex save (DC 10 + BAB) to take half damage (Evasion applies.)

Beacon of Hope: Few things are as inspirational as the single light, shining in the deepest darkness, refusing to burn out no matter what force comes against them. The Vibrant One’s light is no different, and his shining power bolsters his allies. While this Radiance is active, every ally who sees the flash of light from the Vibrant One’s Light Within ability gains an Inspiration bonus to Attack and Armor Class equal to half the Vibrant One’s class level that lasts for one round.

Flash of Power: Most people have a full measure of life, and most people just watch it slowly drift away. But if you can summon it all up at one time, in one place, you can accomplish something glorious. The final step of the Path of Radiance is a powerful, immediate release of a huge amount of their inner light. It shines brightly, but leaves them worn for a time afterward.

While this Radiance is active, the Vibrant One can, as a free action, choose to cause all his melee attacks that round do maximum damage. The next round, however, he is Exhausted, and unable to change his Radiance or use this Radiance.

Glimmer (Su): ”A simple technique, really. Light is faster than you are, so simply allow your light to travel... and catch up to it.”

From where they are to where they’re going, this technique is, at its heart, a simple movement. To outside observers, however, it happens as quickly as a glint of light off an enemy’s blade.

As a swift action, the Vibrant One can move up to his move speed. At any other point during this turn he can, as a free action, opt to immediately reappear in the square he moved from.

Searing Strikes (Ex): ”There is an energy in all living things. Properly tuning that energy is what allows us to shine in the first place, and refining it can bring out a mighty power.”

As his mastery over his inner light grows, the outer manifestations of it become notably more powerful. Allies of Vibrant One’s describe waves of heat rolling off of them as they fought, even without the flames of the Desert Wind. More so, something has changed at the basest level of their power - having tuned themselves more and more to be weapons against the forces of darkness, their attacks become ever more potent against evil.

Fire damage done by the Vibrant One’s Desert Wind maneuvers ignore fire resistance and immunity. Additionally, any maneuver that does damage to an Evil aligned creature inflicts one negative level.

Shimmerdance (Su): “Shine your light... you’ll be surprised how far it can take you.”

One of the most potent displays of the Vibrant One’s training, the Shimmerdance is the full refinement of their Glimmer ability. Drawing from the fury of combat, they push themselves beyond what they were originally capable of to be a truly potent weapon against that which lurks in the dark.

If, during a turn in which he used Glimmer, the Vibrant One does damage to an enemy, he can, as a free action, begin a Shimmerdance.

To Shimmerdance, the Vibrant One moves up to half his movespeed as a free action and attempts a melee attack at his highest BAB. If there are no enemies in range to attack, he cannot Shimmerdance. If his attack is successful, he can Shimmerdance again. At the end of a Shimmerdance, the Vibrant One can opt to end the dance immediately and return to the initial point from which he initially Glimmered.

The Vibrant One can Shimmerdance no more times per round than his Constitution modifier.

Upon the Rays (Ex): ”You trust the bridge to support you because it is familiar to you. Matter prefers matter. You have discovered that you are much more than crude matter, my pupil. Trust the light, as you trust the bridge, and it will carry you over the chasm just as readily.”

Insisting the whole time it isn’t as hard as it looks, the Vibrant One’s have been known to draw many a jealous eye with their ability to step effortlessly on the light. It is rumored that, when they find time for romance, they will take their paramour dancing on the moonlight. This is, of course, merely a rumor - Vibrant Ones need at least the sun’s light for dancing.

In any area of brighter than shadowy illumination, the Vibrant One gains a Fly speed with average maneuverability equal to his base ground movement speed.

Prismatic Release (Su): For all the mysticality that surrounds them, the Vibrant Ones will insist that they are nothing more than simple warriors in the fight against darkness. As any wizard will tell you, however, potent displays of light are nothing to be trifled with.

Any time the Vibrant One does damage with a Desert Wind maneuver, the searing light their flames give off flash over his foe, bringing with them the power of their color.

Each creature damaged by the Vibrant One’s Desert Wind maneuver is randomly struck by one or more aspects of light, each with a different effect.

{table=head]1d8|Color of Light|Effect

1|Red|20 additional points of Fire damage (Reflex Half)
2|Orange|20 points of Acid damage (Reflex Half)
3|Yellow|20 points of Electricity damage (Reflex Half)
4|Green|Weakened, 1d4 penalty to Strength (Fortitude partial. 1 min/level. Cannot reduce strength below zero)
5|Blue|Slowed, as the Slow spell. (Will negates)
6|Indigo|Panicked, as the Fear spell (Will partial)
7|Violet|Movespeed set to 0 until the end of its next turn
8|Struck by two colors; roll twice more, ignoring any 8 results[/table]


PLAYING A VIBRANT ONE
The Vibrant One’s inner light is the truest representation of his self most martial artists have available to them. It is simultaneously a symbol to his foes and an ever present reminder of the more constant battle against his own baser whims. After all, one cannot combat evil in the world if it has a foothold within his own spirit.

Vibrant Ones come from many walks of life, but they are each driven by the need to stand against evil by their own strength. Most do not entirely reject the gods, as such would be foolhardy, and some are themselves religious. For the Vibrant One, the need for strength is personal, and though they may fight in their god’s name, they have no need to call upon their power. For some, the need for self-reliance is deeply rooted in some past event. For others, standing as a beacon of the power of mortality is the goal.

Thus, when playing a Vibrant One, there are two primary questions to answer. The first is why take this path, rather than that of the paladin or cleric or crusader? They are, after all, more straightforward paths in the fight against evil. The second question may be more involved: what does your flame look like? It represents your soul, your deepest, truest person. Take time to consider how that may be represented in light and flame.
Combat: You have a number of abilities to get around the battlefield with ease, always being exactly where you need to be. Use and abuse your mobility, and the combination of Radiances and Stances can be quite potent, do not forget it. You will likely find yourself on the front lines, and that is where you should be. The fight against evil is not one that can be easily undertaken passively.
Advancement: Becoming a Vibrant One often requires very specific training, and continuing in it may require returning to the order that initiated you. At the same time, most groups of Vibrant Ones encourage their members to go adventuring, as their abilities cannot be used to their full effect sequestered in a monastery somewhere. Evil must be sought out and their light must be allowed to shine.

Your Swift actions tend to be in competition between a number of different abilities. Try not to increase this glut overmuch with too many other abilities. Instead, find Feats and Class Abilities that augment your other actions, or provide constant, passive bonuses.
Resources: The Vibrant Ones are not a rich organization, and where their groups exist, they tend to be hidden and small, few and far between in the world. This is an unfortunate result of the encouragement to go out into the world each student receives. Still, a Vibrant One can expect shelter and food from any fellow. Most church organizations also carry some amount of respect for the efforts of the Vibrant Ones, and while they may not bend over backwards, they will also typically support their efforts. There are, of course, always exceptions, especially within religious communities.

VIBRANT ONES IN THE WORLD
”I love the guy, I do. I wouldn’t have anyone else next to me facing down a red dragon. I’ll be damned if that flashing doesn’t wear on the eyes, though.” - Grug No’lok, Half-orc fighter and alleged inventor of sunshade eye coverings

Vibrant Ones are some of the most excited and eager adventurers the world sees. Those that take up the path young are eager to show off their light, and demonstrate that their training will, indeed, make a difference in this world’s balance. The older are slightly slower to boast, but are just as eager to leap into the fray when evil needs to be fought.
Daily Life: Many Vibrant Ones will spend some time in their day meditating on and observing their flames. The more and more they do this, the better they become at divining the meaning behind each flicker flash. Maybe they’ll see greed encroaching upon their hearts. Maybe they’ll see a relationship that is particularly enriching for them. Only they truly ever know for sure.
Notables: Master Dupre is famous for having held the entrance to his monastery against an invading Orc army long enough for all of his disciples to flee to safety. It is said that his light shone so brightly that night the castle some miles away saw it as large and as bright as a signal beacon, and mobilized their own army to put down the Orc incursion before anyone else could be hurt.
Organizations: The Vibrant Ones themselves tend to act as their own organization, though broader studies of the internal light do appreciate their company. While their philosophies may differ, few Stoics and Enkindlers will turn away a Vibrant brother.

NPC Reaction
Vibrant Ones are among the most obviously glorious combatants against evil there are in the world. The shining light is a source of great hope and comfort to the people of the world.

VIBRANT ONES IN THE GAME
Vibrant Ones are front-line fighters with the mobility to get to the backlines if they have to. They still rely primarily on their maneuvers and martial abilities, but they have gained a wide variety of new capabilities through their studies.
Adaptation: With some amount of adaptation, this class could easily come to represent a religious order, or even wildly different alignments. Perhaps even simply martial artists who favor the light.