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gooddragon1
2017-02-26, 08:49 PM
The Radiant Blade

A Radiant Blade is a front line combatant who wields the power of light or darklight in combat to harm and hinder enemies or aid allies.

Adventures: Radiant blades seek out adventure in pursuit of their guiding ideal. In many cases this is to spread either good or evil in the same way that light extends outwards. However, other causes can be potential motivation as well.

Characteristics: Radiant blades utilize the connection of the light or shadow to both natural and clerical magics as well as their martial prowess to advance their cause.

Alignment: A radiant blade can be of any alignment, but their alignment can determine whether they use light or darklight to fuel their abilities.

Religion: Radiant blades often revere deities connected to light, shadow, or nature in some way. However, a radiant blade can be devoted to a cause instead of a specific diety in much the same way as a cleric.

Background: Radiant blades are often trained by members of a clergy or practitioners of natural magics. However, in a manner similar to clerics and druids, it is possible for them to be self taught through illumination of some manner.

Races: Members of any race can be radiant blades, but those that lurk in the shadows are more likely to choose to be empowered by darklight.

Game Rule Information:
Radiant Blades have the following game statistics.
Ability Scores: Strength and Constitution are the primary concern of many frontline warriors. A radiant blade eventually learns to cast spells based on his Wisdom score. Charisma improves the effectiveness of the abilities of a radiant blade.
Alignment: Neutral or Good if Light, Neutral or Evil of Darklight

Light:
+Lawful Good, Neutral Good, Chaotic Good
+Lawful Neutral, True Neutral, Chaotic Neutral, Neutral Evil

Darklight:
+Lawful Evil, Neutral Evil, Chaotic Evil
+Lawful Neutral, True Neutral, Chaotic Neutral, Neutral Good

Hit Dice: d10.
Starting Wealth: As bard.
Starting Age: As bard.

Class Skills:
The Radiant Blade's class skills (and the key ability for each skill) Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (Nature)(Int), Knowledge (Religion)(Int), Listen (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).

A light devotion radiant blade also has the following class skills:
Search (Int) and Sense Motive (Wis)

A darklight devotion radiant blade also has the following class skills:
Hide (Dex) and Move Silently (Dex)

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

The Radiant Blade



Saves

Spells Per Day


Level
BAB
Fort
Ref
Will
Special
1st
2nd
3rd
4th


1st
+1
+2
+0
+2
Produce Radiance, Radiant Devotion, Radiant Magic, Smite 1/day, Sustaining Radiance
—
—
—
—


2nd
+2
+3
+0
+3
Radiant Blade, Sustaining Radiance
—
—
—
—


3rd
+3
+3
+1
+3
See In Darkness
—
—
—
—


4th
+4
+4
+1
+4
Smite 2/day
0
—
—
—


5th
+5
+4
+1
+4
1st Favored Enemy
0
—
—
—


6th
+6/+1
+5
+2
+5
—
1
—
—
—


7th
+7/+2
+5
+2
+5
—
1
—
—
—


8th
+8/+3
+6
+2
+6
Radiant Magic
1
0
—
—


9th
+9/+4
+6
+3
+6
Smite 3/day
1
0
—
—


10th
+10/+5
+7
+3
+7
2nd Favored Enemy
1
1
—
—


11th
+11/+6/+1
+7
+3
+7
—
1
1
0
—


12th
+12/+7/+2
+8
+4
+8
—
1
1
1
—


13th
+13/+8/+3
+8
+4
+8
—
1
1
1
—


14th
+14/+9/+4
+9
+4
+9
Smite 4/day
2
1
1
0


15th
+15/+10/+5
+9
+5
+9
3rd Favored Enemy
2
1
1
1


16th
+16/+11/+6/+1
+10
+5
+10
Radiant Magic
2
2
1
1


17th
+17/+12/+7/+2
+10
+5
+10
—
2
2
2
1


18th
+18/+13/+8/+3
+11
+6
+11
—
3
2
2
1


19th
+19/+14/+9/+4
+11
+6
+11
Smite 5/day
3
3
3
2


20th
+20/+15/+10/+5
+12
+6
+12
4th Favored Enemy, Greater Sustaining Radiance
3
3
3
3



Weapon and Armor Proficiency

Radiant Blades are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Radiant Devotion (Ex)

At 1st level, a radiant blade chooses to be devoted to light or darklight for their power. Generally this is already chosen for them by their alignment, but if they have a neutral component to their alignment they may choose either devotion. If a radiant blade changes alignment such that their devotion would not be compatible, their devotion switches to what would be compatible, but this may require attonement in some circumstances.

Produce Radiance (Su)

At 1st level, radiant blade may either produce a light as bright as a torch that follows them (within 30 feet of themselves) if they are light devotion. If the radiant blade is darklight devotion, they may instead expend a use of their smite ability to cast the darkness spell as though they had a caster level equal to their class level.

Smite (Ex and Su)

At 1st level, once per day, a radiant blade may attempt a smite with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per radiant blade level. If the radiant blade smites a creature that is not a favored enemy or the supernatural aspect of this ability would be impeded (such as by an antimagic field or even voluntarily choosing to use only the nonmagical aspect of this ability), the smite deals 1 extra point of damage per 2 radiant blade levels instead.

At 4th level, and at every five levels thereafter, the radiant blade may smite one additional time per day, as indicated on Table: The Radiant Blade.

Sustaining Radiance (Ex)

At 1st level, the radiant blade's strength score is treated as being 5 higher for the purpose of determining how much he can carry.

At 2nd level, a radiant blade's energy further sustains him in his endeavors. The radiant blade only needs to eat and drink once per week and requires only 1 hour of sleep to be fully rested, 1 hour of rest to gain the benefit of 8 hours of rest (such as to remove the fatigued condition), and 10 minutes of rest to gain the benefit of 1 hour of rest (such as to remove the exhausted condition). Furthermore, the radiant blade cannot be magically exhausted, fatigued, dehydrated, or famished.

Radiant Magic (Su)

At 1st level and every 8 levels thereafter, a radiant blade may choose an outlet for his power that he can use at will and even feed more energy if desired. These abilities affect only the targets that the radiant blade chooses to affect and may allow a charisma based saving throw in some cases (10 + 1/2 radiant blade level + charisma modifier). These abilities may function even in areas where supernatural effects would not be impeded, but the radiant blade must make a DC 20 will save + 1 per spell level invested in the effect for each round the ability persists or to activate the effect if it has a duration of less than 1 round. A radiant blade may not invest more than half his class level (rounded down) in spell levels when using a radiant magic ability (a 1st level spell slot counts as 1 spell level, 2nd counts as 2, and so on). A radiant blade may expend a smite attempt to improve the damage or healing dice of a radiant magic ability from d6 to d6+1, but only one smite attempt may be expended per instance of a radiant magic ability being used (this does not otherwise improve the effectiveness of the ability as a normal smite attempt would unless specified otherwise).

Radiant magic abilities are never harmful to the allies of the radiant blade using them. Thus, you do not take a -4 penalty for using a ranged attack radiant magic ability, but you must still roll randomly when using such an ability against a target in a grapple (though you still do not damage an ally if you hit them instead).

Cleansing Light:
As a standard action, you create an aura of radiance that grants a defense which you can share with nearby allies. Upon activating this ability, you gain temporary hp equal to your radiant blade level plus your charisma modifier for 1 round per radiant blade level. As an immediate action, you may transfer temporary hitpoints to an ally within a radius of 30 feet. As normal, multipler instances of temporary hit points don't stack. If at least 1 spell level is invested in the use of this ability, allied healing spells within the radius of this ability gain an increase in caster level equal to the number of spell slots invested and allies within the radius gain fast healing 1 as the light mends them. If at least 2 spell levels are invested, you gain twice the sum of your radiant blade level and your charisma modifier as temporary hit points. If at least 4 spell levels are invested, you may transfer these hit points in the form of a bonus to one saving throw an ally is currently being required to make at a rate of 4 temporary hit points per +1 bonus or transfer them to yourself gain this bonus. If at least 6 spell levels are invested, you may grant an ally spell resistance equal to 10 + the number of temporary hit points transferred (up to the greater of your radiant blade level + 10 or the allies HD + 10) for 1 round, the duration of this ability becomes 1 minute per radiant blade level, and whenever an allied healing spell would affect one or more targets within the radius of this ability it affects all your allies instead. For every spell level invested in this ability, increase your effective charisma modifier by 1. For every 4 spell levels invested in this ability, increase the radius of this ability by 10 feet and the fast healing by 2. If a smite attempt is expended when using this ability, add the enhancement bonus of your weapon when determining your effective radiant blade level for this ability.

Light Beam:
As a standard action, you may make a ranged attack (you may use your strength modifier in place of your dexterity modifier for the attack roll) with a melee weapon out to 30 feet + 5 feet per radiant blade level that deals damage as a melee attack with that weapon would except that it deals 1d6 extra damage at 1st level and additional 1d6 damage every 8 levels thereafter. Targets struck by this attack must make a fortitude saving throw (DC 10 + 1/2 radiant blade level + charisma modifier) or be treated as distracted for the purpose of needing to make concentration checks (as detailed in the concentration skill entry, Concentration check DC of 10 + radiant blade charisma modifier + 3 times the number of spell levels invested) for 1 minute plus 1 minute for each spell level invested or 3 rounds plus 1 round per spell level invested if they successfully save. This ranged attack does not provoke attacks of opportunity as normal ranged attacks do. At level 5 and onwards, If at least 2 spell levels are invested the use of this ability, the target of this attack also suffers a 20% miss chance on attacks, elemental immunities and resistances treat half of all incoming damage as though it were not affected by their resistance or immunity, and immunity and/or resistance to critical hits is suppressed against attacks where immunity to critical hits would be relevant if the save is successful (If the saving throw is successful, immunity and heavy fortification function 50% of the time, medium fortification 30%, and light fortification 10%) for 1 minute plus 1 minute for each spell level invested or 3 rounds plus 1 round per spell level invested if they successfully save. For every spell level invested in this ability, increase the bonus damage added by 1d6.

Piercing Light:
As a standard action, you may make a melee attack with your weapon that deals 1d6 extra damage at 1st level and an additional 1d6 damage every 4 levels thereafter. If a smite attempt is expended to increase the damage dice of this ability, it also increases the damage as though the attack were a smite attempt. If at least 2 spell levels are invested in the use of this ability, it is resolved as a touch attack. If at least 4 spell levels are invested, it ignores damage reduction and hardness. If at least 6 spell levels are invested, the subject of the attack must make a will save or further attacks against them will also be treated as touch attacks and ignore damage reduction and hardness for 1 round/level or 2 rounds if they successfully save against it. For every spell level invested in this ability, increase the bonus damage added by 1d6.

Scouring Light:
As a standard action, you may unleash your radiance at enemies in a line out to 60 feet + up to 5 feet per radiant blade level. Enemies in this area must make a reflex save or take 2d6 damage plus 1d6 per 4 radiant blade levels you have (damage is halved on a successful save). If at least 1 spell level is invested in the use of this ability enemies will also be knocked backwards up to the end of the line effect, somewhere along the line effect, or until they would collide with a solid object if they fail their saving throw (knockback is reduced to a maximum of 5 feet on a successful save). If at least 2 spell levels are invested, you may affect anything you choose within the line with a targeted dispel magic effect (your dispel check is 1d20 + your radiant blade level) and you may choose to propel allies with the knockback of this ability (they do not provoke attacks of opportunity for this movement). Unlike a normal targeted dispel magic this ability allows you to choose magical effects on a case by case basis as long as they are in the area of its effect (you do not automatically know what the effects do, but you do know whether or not the magic is familiar to you (such as from an ally, a frequently recurring enemy, or a magic item)). For the purpose of dispelling, you make only 1 dispel check and treat that as the result for all dispel checks required by this ability. If at least 4 spell levels are invested in the use of this ability, you gain a +5 bonus on your dispel check, you may roll twice and take the greater of the two dispel checks, and it is treated as a greater dispel magic effect. For every spell level invested in this ability, increase the bonus damage added by 1d6.

Sphere of Light:
As a standard action, you may create a sphere of semi-transparent light around yourself that lasts for 1 minute per level. Any creature striking you with its body or a weapon deals normal damage, but at the same time the attacker takes 1 point of damage per two radiant blade levels (minimum 1). Creatures wielding weapons with exceptional reach or ranged weapons that are further than 10 feet away from you are not subject to this damage if they attack you. You may choose acid, cold, electricity, fire, magical, or sonic damage as the type of damage dealt when activating this ability. If you choose magical damage, you must make a caster level check (your caster level is treated as your radiant blade level) when activating this ability to determine your effectiveness against spell resistance. If at least 2 spell levels are invested in the use of this ability, you gain resistance 10 to an energy type of your choice (or spell resistance 10 + radiant blade level) and a flight speed of 60 feet with good maneuverability for the duration of this ability. If at least 4 spell levels are invested, attacks against you have a 20% chance to miss, enemies that come within 10 feet of you or are within 10 feet of you when your turn begins take damage as though they had attacked you with a part of their body, and you get a +2 sacred bonus to all saving throws. If at least 6 spell levels are invested, the duration of this ability becomes 2 hours per radiant blade level, your flight speed improves to 120 feet with perfect maneuverability, half the damage this ability deals is untyped, and you ignore wind effects. For every 2 spell levels invested in this ability, increase the damage an attacker takes by 1d6, the resistance to an energy type by 10 (or spell resistance by 2), and the saving throw bonus by +1. You cannot have more than one sphere of light active on your person at a time.

Swords of Revealing Light:
As a standard action, you may call down a barrage of light in the shape of swords in a cylinder (10 foot radius, 20 foot high) centered on you. Enemies within this area must make a reflex save or take 1d6 damage plus 1d6 damage per 4 radiant blade levels you have (damage is halved on a successful save). If at least 2 spell levels are invested in the use of this ability, affected enemies that fail their saving throws are impaled by a sword of revealing light and slowed (as the slow spell, except they cannot take 5 foot steps and their flying maneuverability (if any) becomes clumsy) for 1 round per radiant blade level or 2 rounds if they successfully save (if they take no damage due to successfully saving they are not affected by the effects of being impaled by one of the swords (slow, 5 foot step restriction, etc.)). If at least 4 spell levels are invested, the swords still impale enemies that fail their saves and and also stick onto allies revealing illusions (as true seeing) not created by an ally and giving a -10 penalty on hide checks to enemies (-40 if they are impaled by a sword) within 30 feet of any affected enemy or ally for 1 round/level. Allies may choose to have the swords fall off them at will or not adhere to them at all. This ability can pass through solid matter if necessary (given that half of the 60 foot height may extend into the ground) to affect enemies or allies. For every spell level invested in this ability, increase the damage by 1d6, the radius by 10 feet, and the height by 20 feet.

Radiant Blade (Su)

At 2nd level, all weapons you wield (including natural weapons) are treated as having an enhancement bonus 1 higher than normal (minimum +1 for mundane weapons). Furthermore, all damage from an enhancement bonus is treated as untyped damage and you may choose to have such weapons glow faintly with light (or darklight if appropriate).

See in Darkness (Su)

At 3rd level, a radiant blade can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Spells

Beginning at 4th level, a radiant blade gains the ability to cast divine spells, which are drawn from the cleric and druid spell lists (spells with summon in their name are prohibited and 2 0 level spells may be prepared in place of a 1st level or higher spell slot). A radiant blade must choose and prepare his spells in advance.

To prepare or cast a spell, a radiant blade must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a radiant blade’s spell is 10 + the spell level + the radiant blade’s Charisma modifier.

Like other spellcasters, a radiant blade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Radiant Blade. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Radiant Blade indicates that the radiant blade gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The radiant blade does not have access to any domain spells or granted powers, as a cleric does.

A radiant blade prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to spontaneously cast a cure spell in its place. A radiant blade may prepare and cast any spell on the radiant blade spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a radiant blade has no caster level. At 4th level and higher, his caster level is one-half his radiant blade level.

Favored Enemy (Ex)

At 5th level, a radiant blade may select a type of creature from among those given on Table: Favored Enemies. The radiant blade gains a +2 bonus on Listen and Spot checks when using these skills against creatures of this type. Furthermore, against such creatures he gets a +2 bonus on weapon damage rolls, the saving throws of his radiant magic and spells have a DC of 2 higher, and his caster level to overcome spell resistance is treated as being equal to his class level and is further increased by 2.

At 10th level and every five levels thereafter (10th, 15th, and 20th level), the radiant blade may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the radiant blade chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the radiant blade’s bonuses do not stack; he simply uses whichever bonus is higher.

Greater Sustaining Radiance (Ex)

At 20th level, a radiant blade's energy sustains him to an even greater extent. Firstly, a radiant magic ability that has at least one spell level invested is treated as having an additional spell level invested. Secondly, the radiant blade no longer needs to eat or drink to survive. Thirdly, the radiant blade no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred are reverted, bonuses still accrue, and he still dies of old age when his time is up. Lastly, the radiant blade's specialized magic sustains itself in that lesser effects that occur if a target affected by radiant magic makes their saving throw instead occur independent of the saving throw being successful or not (this causes a potential increase in duration for failed saves and allows the effects to occur even if an ability of the opponent would nullify lesser effects on a successful saving throw).


===


I'm not reserving any posts so feel free to say stuff if you want.

Notes:
Radiant Blade
D10 HD
Full BAB
Good Fort and Will
4+Int Skill Points
Max lvl 4 cleric spells and druid spells (no summoning spells), prepare in advance
Alignment: Neutral or Good if Light, Neutral or Evil of Darklight

Favored Enemy as ranger
Light at will or Darkness x/day depending on choice.

Radiant Magic (abilities that can use spell slots to improve them, but are usable at will)[Can be used in an AMF with DC 20 will save + 1 per spell level invested][untyped damage similar to flame strike] 1,8,16

Lightbeam - Ranged attack. Can cause targets to miss on attacks if they fail a will save with investment (all senses partially "blinded"). Treated as constantly distracted (DC scales with investment).
Piercing Light - Deals bonus damage and can be used with smite. Hits as a touch attack and ignores DR with enough spell levels invested. % chance for other attacks to be treated as touch attacks and ignore DR for 1 round/level with investment
Swords of Revealing Light - Reveals illusions and penalty to hide checks with extra investment, damage to enemies upon landing in an area (slow effect on enemies who fail saves with extra investment)[untyped damage similar to flame strike]
Scouring Light - Deals damage in a line. Acts as a targeted dispel magic on each target with investment.
Sphere of Light - Flight Speed and Fire Shield (no investment for fire shield) + Element Resistance of choice or spell resistance with investment (damage dealt is of same type as chosen and if spell resistance chosen then untyped but allows SR) + 20% dodge chance with investment + bonus to saving throws that scales with investment
Cleansing Light - Cures damage and ailments with investment. Stabilizes allies with no investment.

Smite (Ex and Su)
X/Day, add half damage of normal smite, boost to hit from charisma and full damage only if enemy is favored. Treated as half if Su component nonfunctional.

More stuff

abilities choose who they harm
Favored enemy buffs DCs
Sunblades grant a bonus to DCs equal to their enhancement bonus.
Smite attempts can be used to boost damage of abilities that deal damage or healing for the one that heals


DM Notes:
Producing light with these abilities can give away your location in some situations. I've left the amount of light produced by these abilities ambiguous for a DM to adjudicate it. An easy amount could just be to say it generates light as a torch would. A player could also choose darklight during character creation if they know they will be in a stealthier campaign. However, the DM could retain the disadvantage of being harder to hide the abilities by either prohibiting darklight as a choice or having it also be as illuminating as regular light.

aimlessPolymath
2017-02-26, 09:23 PM
Interesting class notes!

It looks like the base abilities are your staple class features, and then you can upgrade them by spending spell slots as you use them (making them somewhat like the cleric or druid's spontanous casting)?

Class chassis looks like a paladin-type- melee combat plus class abilities which upgrade attacks; spells as support effects, buffs and debuffs.


Favored Enemy is a bit of an odd ability here.

Daylight/Darkness is a bit of a false equivalence- one of them is generally useless in most situations, Darkness is a useful debuff which can be comboed with the right character(s).

On the radiant magics:
Lightbeam: Disrupting ranged attack; analogous to Aid Another crossed with Dazzle. Suggest -2 penalty to next attack roll, -3 if it's a ranged attack as a base effect. "Distracted" is somewhat undefined in the rules. Effects for spell slot expenditure should include total blindness for a few rounds with a 3rd level spell slot at least, since that's the level at which clerics get Blindness/Deafness. 1st level spell equivalent to work from is probably doom (http://www.d20pfsrd.com/magic/all-spells/d/doom/). 2nd level spell would be Blinding Ray (http://www.d20pfsrd.com/magic/all-spells/b/blinding-ray/), in some tweaked form. Abilities from here on have fewer equivalents, though.

Piercing Light: Unsure on exactly how you use it from the description. A quick glance over to the Spell Compendium tells me that making one full attack as touch attacks is a 2nd level effect (wraithstrike). Suggest it be gained at 3rd level or so, take a standard action to use, make the strike count as magic + good aligned for the purpose of overcoming DR as a base effect (plus, say, +1 to attack and damage?). Spell slots spent upgrade the effect (increase the bonus, overcome material-based stuff), make it last longer. Touch attacks are actually really good in melee due to prevalence of armor- maybe avoid.

%chance to make touch attacks is a bad idea- an extra roll involved for each attack.

Swords of Revealing Light: Yugioh reference? Effects seem somewhat out of place for the class- illusions/hide revealing is mostly useful when you see it coming, making it a situational ability. Area-effect damage seems like it would be kept separate.

Scouring Light: AoE attacks are nice. Targetted dispel magic can be a whole lot of rolls. Would suggest that the investment effect be swapped with that of Swords of Revealing Light + letting it be area dispel, making Swords the anti-magic technique, and this the AoE attack effect. Suggest "melee attack as ranged 1-square area effect" be the base effect.

Sphere of Light: Flight comes into play around level 5, fire shield around L7. Making them constant bumps them up somewhat- around level 9? The actual spells aren't that overpowering. Fire shield has element resistance built in, more is somewhat redundant (let them pick the energy of fire shield?). % dodge chances are rare in general- unless they're a theme of the class, leave them out. Saving throw bonus is good- nice reference to paladins. Naming for this is a bit odd- name sounds like an aura of light which applies penalties to enemies.

Cleansing Light: Looks mostly just like you can spontaneously cast remove disease, neutralize poison, lesser restoration from an outside perspective.

Smite: Looks good, but again, favored enemy looks out of place for this class.

neriractor
2017-02-27, 09:58 AM
Daylight/Darkness is a bit of a false equivalence- one of them is generally useless in most situations, Darkness is a useful debuff which can be comboed with the right character(s).

if you look at the wording, a radiant blade with light devotion can just have a torch follow them around (for free), while the radiant blade with darklight devotion must spend a use of smite to use is darkness, seems pretty equal to me (a bit weak but equal and it is a first level ability).

aimlessPolymath
2017-02-27, 11:00 AM
Light vs. Daylight: Oh, whoops.

The presence of Favored Enemy continues to be strange in this class -it's more often associated with "hunter"-type classes who gain power from knowing their foe (note to self- Favored Enemy powered by Knowledge ranks) than with paladin-types which possess magical power.

Light Beam: A good ranged attack as written. However, it's very strange that it doesn't work in melee- at minimum, the extra damage would be appreciated at low levels. Also odd that you get new powers every 8 levels, but they improve every 10- seems like you were aiming to make the final improvement a capstone, but "a little extra damage" isn't a great capstone.

Smite-to-light-beam is confusing. Do you get the "radiant magic" smite effect (a maximum of +7 damage at 20th level and a 4th level spell slot) or the "regular melee attack damage" smite (+Cha to the attack roll, +20 to damage), since it deals "melee damage"? I assume the former. If you use a greatsword (2d6) does the damage increase to 2d6+2 if you smite with Light Beam?



These abilities affect only the targets that the radiant blade chooses to affect Neat. Might go in it's own paragraph along with antimagic bypass, because I almost missed it.

gooddragon1
2017-02-27, 01:45 PM
Light vs. Daylight: Oh, whoops.

The presence of Favored Enemy continues to be strange in this class -it's more often associated with "hunter"-type classes who gain power from knowing their foe (note to self- Favored Enemy powered by Knowledge ranks) than with paladin-types which possess magical power.

Light Beam: A good ranged attack as written. However, it's very strange that it doesn't work in melee- at minimum, the extra damage would be appreciated at low levels. Also odd that you get new powers every 8 levels, but they improve every 10- seems like you were aiming to make the final improvement a capstone, but "a little extra damage" isn't a great capstone.

Smite-to-light-beam is confusing. Do you get the "radiant magic" smite effect (a maximum of +7 damage at 20th level and a 4th level spell slot) or the "regular melee attack damage" smite (+Cha to the attack roll, +20 to damage), since it deals "melee damage"? I assume the former. If you use a greatsword (2d6) does the damage increase to 2d6+2 if you smite with Light Beam?

Neat. Might go in it's own paragraph along with antimagic bypass, because I almost missed it.

I could call it something else, but it's basically specializing to allow some degree of making up for multiple ability dependence (STR, CON, WIS, CHA).

Good point on the light beam scaling. I'll have to think of a different capstone. Also, I'll see about making it work in melee.

It's the former on the smite boost, I'll have to make it more clear with the wording.

Another nice perk (not original I'll admit, pulled it slightly from the dragonfire adept class breath weapon+endure exposure combo) to make playing something with multiple ability dependence more appealing (otherwise you'd have to add dex and some feats to allow the ranged attack to not hit allies through the precise shot feat tree).


if you look at the wording, a radiant blade with light devotion can just have a torch follow them around (for free), while the radiant blade with darklight devotion must spend a use of smite to use is darkness, seems pretty equal to me (a bit weak but equal and it is a first level ability).

I could have made it separate x/day from smite, but darkness is a second level spell. It's kind of like how a paladin can detect evil at will (sort of-ish).

aimlessPolymath
2017-02-27, 02:21 PM
I could call it something else, but it's basically specializing to allow some degree of making up for multiple ability dependence (STR, CON, WIS, CHA).
It just fits the class so poorly. It barely fits on Rangers because they have some ability to choose their battles, and the bonuses are small enough generally that not having them doesn't matter a lot. There's some benefit if you know what kind of campaign you're in (undead, magical beasts, etc.) but the class functions fine(as a Ranger, anyway) without it. Here, it's practically required to make your Smite work.

You don't actually have much Wis dependence as-is, either.

On Light Beam: What about having a class feature, Overwhelming Radiance or somesuch, which adds damage to one attack per round? One attack per round deals +1-3d6 damage, say, starting around level 2. It's like a mini-smite on each turn!
It also emphasizes abilities which increase accuracy(like smite), or affect single attacks (like smite, as well as most abilities which replace attacks), buffering them a bit from the standard full-attacks-are-better ideology.

Then, ranged attacks as a separate ability in Light Beam.

gooddragon1
2017-02-27, 07:22 PM
It just fits the class so poorly. It barely fits on Rangers because they have some ability to choose their battles, and the bonuses are small enough generally that not having them doesn't matter a lot. There's some benefit if you know what kind of campaign you're in (undead, magical beasts, etc.) but the class functions fine(as a Ranger, anyway) without it. Here, it's practically required to make your Smite work.

Smite evil affects only evil creatures or it doesn't work at all. Here you still get to smite, but it's less effective. Instead of it being against evil only (since this class does allow evil characters), it can work against favored enemies. Also, favored enemy is more familiar than a brand new mechanic.


You don't actually have much Wis dependence as-is, either.

It determines bonus spell slots which affects how much extra you can put into radiant magic or extra spells you can cast during the day.


On Light Beam: What about having a class feature, Overwhelming Radiance or somesuch, which adds damage to one attack per round? One attack per round deals +1-3d6 damage, say, starting around level 2. It's like a mini-smite on each turn!
It also emphasizes abilities which increase accuracy(like smite), or affect single attacks (like smite, as well as most abilities which replace attacks), buffering them a bit from the standard full-attacks-are-better ideology.

Then, ranged attacks as a separate ability in Light Beam.

That extra power is somewhat where piercing light will come in. However, I've already made a few classes that depart from the full attacks are better deal. I'll make the rest of the abilities and we'll see how it looks after that.

NOTE: Made the damage type for sphere of light a separate choice as recommended.

EDIT:
Also, yes, swords of revealing light is absolutely a yugioh reference.

EDIT: I want to make cleansing light exciting, but I'm not sure how yet... It should heal and cure conditions (some conditions without the investment maybe, also thinking about standard action and immediate action use to grant temporary hit points without investment, more with investment but only as standard (immediate action only once every 1d3 rounds)).


http://vignette3.wikia.nocookie.net/fairytailfanon/images/a/a5/Vlcsnap15724148vo7.png/revision/latest?cb=20141226132314


http://brume.newgallo.dnsalias.net/pmwiki/uploads/Downloads/PCGen%20Bundles/2004/portraits/cmp/d20_fantasy_v35e/wotc/expsi/Deep%20Impact.jpg


http://scontent.cdninstagram.com/t51.2885-15/s480x480/e15/11261959_1581465295469690_1399278474_n.jpg?ig_cach e_key=Mzk0NDA1NjAxOTc2MTkzMTQ5.2


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https://i.ytimg.com/vi/A3VR9Mmr5T0/maxresdefault.jpg


http://vignette4.wikia.nocookie.net/elderscrolls/images/7/7a/Augur_of_dunlain.jpg/revision/latest?cb=20111215220521

aimlessPolymath
2017-02-28, 01:18 AM
It determines bonus spell slots which affects how much extra you can put into radiant magic or extra spells you can cast during the day.
D'oh. Still, if you're worried about MAD, why not drop the Wis dependence and make it run on Charisma?


Smite evil affects only evil creatures or it doesn't work at all. Here you still get to smite, but it's less effective. Instead of it being against evil only (since this class does allow evil characters), it can work against favored enemies. Also, favored enemy is more familiar than a brand new mechanic.

My basic worry is that because favored enemies come up so much less than evil enemies (barring a more wilderness-themed campaign rather than fighting the opposing ideology), the smite will work at half power more often than not. There are a whole lot of evil foes in the Monster Manual, and you can safely guess early on that you will fight at least some of them. On the other hand, campaigns can have extremely varied enemies- unless you have an enemy who uses a lot of the same kind of minion, there's no guarantee that you can guess what will come up.

I don't think you need a whole mechanic to deal with this- you can just tell them to pick an alignment to oppose. Alternatively, you could make Smite an entirely class-feature-enhancing mechanic (treat it as some number of spell levels for enhancing Radiant Magic, for example), and let Piercing Light cover the Smite design space (which it does quite well, actually).


Love the capstone though.
I didn't realize until I reread the abilities now that you could expend multiple spell slots at once to power an ability! Class looks like it has up to 30 spell levels base, going up to around 10-15 more depending on Wisdom investment. Ironically, a full-investment Piercing Light or Light Beam feels a whole lot like Smite, especially Piercing Light- it's more accurate (touch attack), deals a buttload more damage (statistically, more extra at maximum investment than a full-power Smite (+1/level vs 1d6/4 levels = 0.875 + 1d6/2 levels = 1.625 = 2.5ish total per level), bypasses DR, and leaves a crippling wound (DR negated for a few rounds).

Swords of Revealing Light: Slowed is a super nasty debuff to have! Damage is slightly less than Piercing Light or Lightbeam on average due to weapon bonus, but can consistently hit multiple enemies at once and not hit your allies.Damn strong alpha strike- a choose-your-targets area effect is very useful. Could see a whole party of radiant blades taking it, bombarding their foes with a continuous hail of blades- note that while the damage is slightly low at high levels, it can be kept up round after round. Illusion removal is situational but handy. Limited radius is a decent restriction, but the class is going into melee anyway... Also, I really feel like this ability should drop a Daylight spell or Light spell in the area affected by the swords.

Scouring Light: Line effects are generally less useful than most- disappointed at having the same damage as Swords. Making only one dispel check for the whole thing means that it tends to be pretty all-or-nothing, instead of breaking half the effects on the target. 4-level effect is just ridiculous- close (94%) to automatic for level-appropriate effects.

Sphere of Light: Standout for how strongly it competes for "best"- at later levels, you can take this, and it practically turns into a class feature, given that it's something you dump half your level in spell slots into, pick spell resistance, and forget about. Other forms of radiant magic compete for your standard action mid-combat; this doesn't. As a result, it's basically definitely going into any set of picks somewhere. It also has the most versatile and useful set of benefits- you want flight somewhere, spell resistance which outscales caster level is great, and the saving throw bonuses are pretty great too.


There's an interesting set of four attack options here- two pairs of area/single target effects, two pairs of close/ranged effects. There are definitely pros and cons to picking each of these- we have a disrupting ranged attack, a spell-breaker beam, an area debuff/damage, and a powerful, accurate smite which leaves the target open for more attacks.

Of all of them, I'd say that Lightbeam is the least useful. While applying distraction is a powerful effect against mages, similar results could be achieved by simply readying an action to fire Scouring Light when they cast a spell- a much higher DC in most cases. Furthermore, I'd say that it has the least benefit from investment- a 20% miss chance is nasty, but if you're targetting a mage (as might be implied by the base effect), they just have area spells to toss out instead, and similar benefits to defense can be gained with Sphere of Light.


Note that if we extend the sets to be "melee attack/ranged attack/buff" and "single target/area", this could make cleansing light a team buff- perhaps an aura which enhances saving throws?

One way to make it more exciting is make it an active defense- you have X number of "saving throw points" or uses of Protection to give out each round, and each time you do, you reduce the damage taken from an attack(to make it consistently useful), or enhance a saving throw (say). As someone who plays Bodyguard/Combat Reflexes builds in Pathfinder, I can say that knowing that you just saved a teammate from an attack because you decided to use your Aid Another equivalent on them this round is an extremely satisfying feeling.

gooddragon1
2017-02-28, 09:42 PM
D'oh. Still, if you're worried about MAD, why not drop the Wis dependence and make it run on Charisma?


My basic worry is that because favored enemies come up so much less than evil enemies (barring a more wilderness-themed campaign rather than fighting the opposing ideology), the smite will work at half power more often than not. There are a whole lot of evil foes in the Monster Manual, and you can safely guess early on that you will fight at least some of them. On the other hand, campaigns can have extremely varied enemies- unless you have an enemy who uses a lot of the same kind of minion, there's no guarantee that you can guess what will come up.

I don't think you need a whole mechanic to deal with this- you can just tell them to pick an alignment to oppose. Alternatively, you could make Smite an entirely class-feature-enhancing mechanic (treat it as some number of spell levels for enhancing Radiant Magic, for example), and let Piercing Light cover the Smite design space (which it does quite well, actually).


Love the capstone though.
I didn't realize until I reread the abilities now that you could expend multiple spell slots at once to power an ability! Class looks like it has up to 30 spell levels base, going up to around 10-15 more depending on Wisdom investment. Ironically, a full-investment Piercing Light or Light Beam feels a whole lot like Smite, especially Piercing Light- it's more accurate (touch attack), deals a buttload more damage (statistically, more extra at maximum investment than a full-power Smite (+1/level vs 1d6/4 levels = 0.875 + 1d6/2 levels = 1.625 = 2.5ish total per level), bypasses DR, and leaves a crippling wound (DR negated for a few rounds).

Swords of Revealing Light: Slowed is a super nasty debuff to have! Damage is slightly less than Piercing Light or Lightbeam on average due to weapon bonus, but can consistently hit multiple enemies at once and not hit your allies.Damn strong alpha strike- a choose-your-targets area effect is very useful. Could see a whole party of radiant blades taking it, bombarding their foes with a continuous hail of blades- note that while the damage is slightly low at high levels, it can be kept up round after round. Illusion removal is situational but handy. Limited radius is a decent restriction, but the class is going into melee anyway... Also, I really feel like this ability should drop a Daylight spell or Light spell in the area affected by the swords.

Scouring Light: Line effects are generally less useful than most- disappointed at having the same damage as Swords. Making only one dispel check for the whole thing means that it tends to be pretty all-or-nothing, instead of breaking half the effects on the target. 4-level effect is just ridiculous- close (94%) to automatic for level-appropriate effects.

Sphere of Light: Standout for how strongly it competes for "best"- at later levels, you can take this, and it practically turns into a class feature, given that it's something you dump half your level in spell slots into, pick spell resistance, and forget about. Other forms of radiant magic compete for your standard action mid-combat; this doesn't. As a result, it's basically definitely going into any set of picks somewhere. It also has the most versatile and useful set of benefits- you want flight somewhere, spell resistance which outscales caster level is great, and the saving throw bonuses are pretty great too.


There's an interesting set of four attack options here- two pairs of area/single target effects, two pairs of close/ranged effects. There are definitely pros and cons to picking each of these- we have a disrupting ranged attack, a spell-breaker beam, an area debuff/damage, and a powerful, accurate smite which leaves the target open for more attacks.

Of all of them, I'd say that Lightbeam is the least useful. While applying distraction is a powerful effect against mages, similar results could be achieved by simply readying an action to fire Scouring Light when they cast a spell- a much higher DC in most cases. Furthermore, I'd say that it has the least benefit from investment- a 20% miss chance is nasty, but if you're targetting a mage (as might be implied by the base effect), they just have area spells to toss out instead, and similar benefits to defense can be gained with Sphere of Light.


Note that if we extend the sets to be "melee attack/ranged attack/buff" and "single target/area", this could make cleansing light a team buff- perhaps an aura which enhances saving throws?

One way to make it more exciting is make it an active defense- you have X number of "saving throw points" or uses of Protection to give out each round, and each time you do, you reduce the damage taken from an attack(to make it consistently useful), or enhance a saving throw (say). As someone who plays Bodyguard/Combat Reflexes builds in Pathfinder, I can say that knowing that you just saved a teammate from an attack because you decided to use your Aid Another equivalent on them this round is an extremely satisfying feeling.

Buffed light beam and took advice on the cleansing light. I like smite too much to get rid of it though.

aimlessPolymath
2017-03-01, 12:14 AM
I like smite too much to get rid of it though.
That's fair.


Buffed light beam and took advice on the cleansing light.

I think you might want to break them up into multiple paragraphs.

Cleansing Light Review: Took me a couple reads to really grasp the effect, due to how many ways spell level affects the effect. If I understand it right:
-You gain (level + Cha) temporary hit points when you activate the ability. Up to your level in temporary hit points can be transferred, meaning that at least (cha) of those will be left on you as awkward hangers-on. You transfer them as an immediate action.
-At 2 levels invested, increase that number to 2x level + Cha, leaving a total of level + Cha hit points on you.
-At 4 levels invested, you can grant a saving throw bonus. If you do it as an immediate action, you can transfer hit points to add up to 5 to a saving throw, or you can grant yourself the bonus. Wording is a bit confusing about "immediate action" doing something during another person's turn- it won't break anything if you let the bonus apply to the next saving throw within one round, or even the next saving throw, not really.
-At 6 levels invested, the ability explodes- you can use it for spell resistance (at a rate of max expenditure = full level-appropriate SR against one foe), you can use it to cast a healing spell on everyone (even though your healing options aren't great and combat healing is bad anyway), and you are invincible? I'm not actually sure if I'm reading that last bit right.
Also, you gain 1 more temporary hit point per level invested, also every four levels invested increase the range and duration of this effect, and it has a handy smite effect(although not a super strong one).

Verdict: Pare it down, man. I'd reduce the effect of the 6-level investment to the spell resistance and the invincibility(?), unless healing magic is a huge part of the class. The "per four levels" investment options are sorta weak, and somewhat trample over the 2-level investment. I'd move the radius expansion into the 2-level or 4-level effect, merge the duration increase with the description of the duration (the minute-per-level one is far less affected by duration, since it lasts "more than one fight" and the temporary hit points will run out quickly anyway), and drop the
"minimum level of temporary hit points" thing, since that part doesn't even matter make a difference unless you have 8 levels or more invested (since it pretty much gets rolled into your math for the 6-level effect otherwise).

Light Beam:

must succeed against a DC of 10 + radiant blade charisma modifier + 3 times the number of spell levels invested for 1 minute plus 1 minute for each spell level invested or 3 rounds plus 1 round per spell level invested if they successfully save.
They succeed against a save or what? Does the distraction last for that long? needs a bit of wording. There are two saving throws involved in the one ability- merge them into one, I think.

The spell level investment effect is OK but situational and partially party-dependent- often, energy resistance might not come up. Furthermore, the description is convoluted and contains multiple parentheticals- might need to be broken into multiple sentences.
Elemental reduction can be better written as "they treat half of all incoming damage as though it were not affected by their resistance or immunity"- I had to read it a couple times to understand. Fortification interactions can be better understood (if not mathematically identical) if they just reduce the fortification % by half. Crit protection nullification is something which I suspect will be much more appreciated in a party with a rogue or other form of precision damage (fairly common, really).
Verdict: Situational and party-dependent usage. A decent anti-caster tool, depending on how the distraction works (does it have a duration? If so, it's pretty useful, if odd).

gooddragon1
2017-03-04, 06:16 PM
That's fair.



I think you might want to break them up into multiple paragraphs.

Cleansing Light Review: Took me a couple reads to really grasp the effect, due to how many ways spell level affects the effect. If I understand it right:
-You gain (level + Cha) temporary hit points when you activate the ability. Up to your level in temporary hit points can be transferred, meaning that at least (cha) of those will be left on you as awkward hangers-on. You transfer them as an immediate action.
-At 2 levels invested, increase that number to 2x level + Cha, leaving a total of level + Cha hit points on you.
-At 4 levels invested, you can grant a saving throw bonus. If you do it as an immediate action, you can transfer hit points to add up to 5 to a saving throw, or you can grant yourself the bonus. Wording is a bit confusing about "immediate action" doing something during another person's turn- it won't break anything if you let the bonus apply to the next saving throw within one round, or even the next saving throw, not really.
-At 6 levels invested, the ability explodes- you can use it for spell resistance (at a rate of max expenditure = full level-appropriate SR against one foe), you can use it to cast a healing spell on everyone (even though your healing options aren't great and combat healing is bad anyway), and you are invincible? I'm not actually sure if I'm reading that last bit right.
Also, you gain 1 more temporary hit point per level invested, also every four levels invested increase the range and duration of this effect, and it has a handy smite effect(although not a super strong one).

Verdict: Pare it down, man. I'd reduce the effect of the 6-level investment to the spell resistance and the invincibility(?), unless healing magic is a huge part of the class. The "per four levels" investment options are sorta weak, and somewhat trample over the 2-level investment. I'd move the radius expansion into the 2-level or 4-level effect, merge the duration increase with the description of the duration (the minute-per-level one is far less affected by duration, since it lasts "more than one fight" and the temporary hit points will run out quickly anyway), and drop the
"minimum level of temporary hit points" thing, since that part doesn't even matter make a difference unless you have 8 levels or more invested (since it pretty much gets rolled into your math for the 6-level effect otherwise).

Light Beam:

They succeed against a save or what? Does the distraction last for that long? needs a bit of wording. There are two saving throws involved in the one ability- merge them into one, I think.

The spell level investment effect is OK but situational and partially party-dependent- often, energy resistance might not come up. Furthermore, the description is convoluted and contains multiple parentheticals- might need to be broken into multiple sentences.
Elemental reduction can be better written as "they treat half of all incoming damage as though it were not affected by their resistance or immunity"- I had to read it a couple times to understand. Fortification interactions can be better understood (if not mathematically identical) if they just reduce the fortification % by half. Crit protection nullification is something which I suspect will be much more appreciated in a party with a rogue or other form of precision damage (fairly common, really).
Verdict: Situational and party-dependent usage. A decent anti-caster tool, depending on how the distraction works (does it have a duration? If so, it's pretty useful, if odd).

It's not invincibility, it's effectively DR 1 against everything, but it is complicated to read and was just meant as a perk. Removed that and some other stuff. Keeping the radius thing separate though. Note that the healing magic allows you to affect all allies in the radius with spells even if they are single target. Improved the spell resistance to be for 1 round, but limited it to be no more than your class level or their HD + 10. Changing cleansing light the help out the party healer as well with the casting as other abilities can help out the party mage (light beam), rogue (light beam), fighter (piercing light). Added fast healing as well if even 1 spell slot is invested and made it increase with the radius so there's more than 1 effect for the per 4 spell slot boost.

As for light beam, the second part was the DC for the concentration check. I think my rewording should make it more clear. The distraction does have a duration.

Reworded light beam to be easier to implement.

That should do it I think.


http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370786&type=card


EDIT: Removed the 5 foot movespeed for solid fog swords of revealing light. They still can't take 5 foot steps, but making it 5 feet max was too brutal. Instead it causes flyer's maneuverability to go to clumsy (whereas before it could outright ground them if they had a minimum required forward speed of more than 5 feet).

EDIT: Improved scouring light to have a movement component which can benefit allies. Also allowed the dispel to be much pickier about what is affected.

EDIT: Reduced sphere of light damage output. 1d6+1 counterattack is strong at 1st level. Also reduced swords of revealing light damage.