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Thread: GitP PrC Contest XXX: Into the Light

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    Dwarf in the Playground
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    Aug 2006
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    Default Re: GitP PrC Contest XXX: Into the Light

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

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

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

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

    [hr]
    Basics
    [hr]Hit Die: d10
    Skill Points: (2 + Int modifier).
    Class Skills: The Dawn Breaker's class skills (and the key ability for each skill) are: Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana), Knowledge (Nobility and Royalty), Knowledge (Planes), Knowledge (Religion), Profession, Sense Motive and Spellcraft.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    From everywhere around you Soldiers of Light begin to appear.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Sample Encounter

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

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

    [hr]
    SOLDIERS OF LIGHT
    [hr]

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

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

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

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


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

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

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

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


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

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

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

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


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

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

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

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


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

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

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

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





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

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

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

    Spoiler
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    [hr]
    REVELATION OF LIGHT
    [hr]

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

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

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

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


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

    Spoiler
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    [hr]
    SOLDIERS OF LIGHT
    [hr]

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

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

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

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


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

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

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

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


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

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

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

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


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

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

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

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


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

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

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

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



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