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Thread: GitP PrC Contest XXX: Into the Light

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    Default Re: GitP PrC Contest XXX: Into the Light

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

    Sample Encounter

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

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


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions
    Last edited by Morph Bark; 2011-09-13 at 06:19 PM.
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