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    Apr 2010

    Default Netherhost , Radiant Soul

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    Class: Netherhost

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    Preface
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    I loved boomwolf's Netherhost class ever since I saw it for the first time, and knew right there and then that I want to modify it to fit into my overhaul codex.
    The changes presented here are required to level the class with the other codex classes, especially because it is strictly single-classed (see below) and because it is very limited in the use of tools and gear. While any other class gets to plan and execute its strategies with almost surgical precision, the Netherhost has mostly the innate tools it has been given. Furthermore, in spirit and theme, a full-powered netherbeast is supposed to be a near-unstoppable force to recon with, so I re-designed it to be a combat-badass class (and the beast hardly "discriminates" between friend and foe, and must be contained most of the time).



    Hit Die: d10

    Table: Netherhost
    Saves Special
    Level BAB * F ** R ** W *** Host Abilities Beast Abilities Multi-Form Abilities
    1st
    +0 (+1)
    +0 (+2)
    +0 (+2)
    +2 (+0)
    Inner Beast, Separate Minds, Occupied Residence Augmented Physics, Nether Strikes
    2nd
    +1 (+2)
    +0 (+3)
    +0 (+3)
    +3 (+0)
    Willing Submission Nether Body (natural defenses) Nether Senses (modifiers, Low-light)
    3rd
    +2 (+3)
    +1 (+3)
    +1 (+3)
    +3 (+1)
    Nether Health Resistance (energy)
    4th
    +3 (+4)
    +1 (+4)
    +1 (+4)
    +4 (+1)
    Nether Power
    5th
    +3 (+5)
    +1 (+4)
    +1 (+4)
    +4 (+1)
    Protective Transformation Nether Body (mandibles)
    6th
    +4 (+6)
    +2 (+5)
    +2 (+5)
    +5 (+2)
    Nether Aura (1st effect) Nether Senses (darkvision, Scent)
    7th
    +5 (+7)
    +2 (+5)
    +2 (+5)
    +5 (+2)
    Resistance (DR)
    8th
    +6 (+8)
    +2 (+6)
    +2 (+6)
    +6 (+2)
    Nether Body (great beast) Nether Power
    9th
    +6 (+9)
    +3 (+6)
    +3 (+6)
    +6 (+3)
    Augmentation Overflow
    10th
    +7 (+10)
    +3 (+7)
    +3 (+7)
    +7 (+3)
    Improved Augmented Physics Nether Senses (see in darkness)
    11th
    +8 (+11)
    +3 (+7)
    +3 (+7)
    +7 (+3)
    Nether Body (tail) Resistance (SR)
    12th
    +9 (+12)
    +4 (+8)
    +4 (+8)
    +8 (+4)
    Nether Aura (2nd effect) Nether Power
    13th
    +9 (+13)
    +4 (+8)
    +4 (+8)
    +8 (+4)
    Full Transformation Will of the Netherbeast
    14th
    +10 (+14)
    +4 (+9)
    +4 (+9)
    +9 (+4)
    Nether Body (regenerative body) Nether Senses (true seeing)
    15th
    +11 (+15)
    +5 (+9)
    +5 (+9)
    +9 (+5)
    Resistance (fortification)
    16th
    +12 (+16)
    +5 (+10)
    +5 (+10)
    +10 (+5)
    Nether Power
    17th
    +12 (+17)
    +5 (+10)
    +5 (+10)
    +10 (+5)
    Symbiotic Health Nether Body (wings)
    18th
    +13 (+18)
    +6 (+11)
    +6 (+11)
    +11 (+6)
    Nether Aura (3rd effect) Nether Senses (foresight)
    19th
    +14 (+19)
    +6 (+11)
    +6 (+11)
    +11 (+6)
    Greater Augmented Physics Resistance (enhanced fortification)
    20th
    +15 (+20)
    +6 (+12)
    +6 (+12)
    +12 (+6)
    Safer Transformation Nether Body (massive beast) Nether Power

    * The beast's true form gains full BAB.
    ** Both beast form and hybrid form possess high Fort & Ref saves.
    *** The beast makes no attempt to control its behavior. Basically, it just lashes out. Therefore, its Will saves degrade to low.



    Class Features



    Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Jump, Listen, Profession, Sense Motive, Spot, Survival and Swim
    Skill Points: 6 + Int-mod

    Weapon and Armor Proficiency: Netherhosts are proficient with all simple weapons, one martial weapon of their choice, and light armor.




    Inner Beast (Ex)
    The definition of a netherhost is a man who hosts a Netherbeast whose power he can tap.
    The host may, at will, as a free action, tap into that power and hold onto it until the link is broken, becoming a hybrid between himself and the beast, gaining its abilities (except where noted he does not, or gains hybrid ability instead).
    In order to brake the link in hybrid mode, he must spend a move action to concentrate on mentally severing the link. This will provoke AoOs, and he must make a Concentration check if he takes damage with a DC equal to damage taken or he fails to severe the link.
    Each round that the host is connected in this way to the beast he must make a will save, with the DC equal to the number of rounds this link is sustained, plus the number of links before it this day, plus the beast's cha-mod (normally greater than the host's by 1 or 2, see Separate Minds and Will of the Netherbeast) or lose control, making the beast take full control (with the full extent of its power).
    Once the beast takes control, it will keep it until the host succeeds on his Will save. At that point, the link will be instantly severed, restoring the host to his normal form. Each round the beast remains in control, the link is considered to have lasted one round less (minimum 0 rounds, for a DC of [number of links + Cha-mod])

    Spoiler: Losing/Regaining Control by level progression – The Complete Formula
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    The save DC to maintain\regain control is: [Beast CHA-mod + "Daily Links" + "Link Duration" – "Out of Control Duration"].


    Going "Worse":
    Getting to hybrid form if you are at normal form is a free action, while going to beast form is an unwilling instant effect
    At level 2, you can turn into beast form as a free action.
    At level 13, you can turn into beast form while keeping control as a free action, but the risk of losing control is triple then normal.
    At level 20, risk of losing control is only double instead of triple.

    Getting "Better":
    Going to normal mode while in control is move action that requires to maintain concentration.
    Going to normal mode while NOT in control is a will save (DC explained in links below) that you make at the beginning of each round (if you want) that is an instant effect if you manage it.

    Links and control: "Daily Links" is increased by 1 each time you go hybrid / true beast form.

    "Link Duration" increases:
    By 1 each round if using hybrid mode
    By 3 each round if using "Full Transformation"
    By 2 each round if using "Safer Transformation" AS LONG YOU ARE IN CONTROL
    By 5 when "Willing Submission" is activated.
    "Out of Control Duration" increases by 1 each round you are not in control.


    While the beast is in control, it will openly attempt to slay anyone it can find (prioritizing life threats first, control threats later, and everyone else last) it will not use any tools, manufactured weapons or magic other than its own innate resources.
    The beast however has a strong sense of preservation and will retreat from combat if necessary, or even relinquish control if it believes it will save the life of the host to do so.
    The number of links is reduced by 1 for each hour of rest, or completely reset after long rest, regardless of how many are left.

    The appearance of the beast is that of an aura engulfing the host. It can be like energy surrounding him, or an actual body partially covering the host, the hybrid version always look more "normal", while the true beast form is further away from host form. The beast takes the form of semi-solidified "avatar" of energy that, despite being larger, stands at the very same place, moving the same, yet translucent enough not to hide the netherhost himself.
    The beast's appearance changes and evolves with level progression. The MTG "Death's Shadow" card displays what could be the beast's form at levels 8, 9 and 10 (see Nether Body below).


    Separate Minds (Ex)
    The host and the beast are two independent minds, and as such what affects one does not necessarily effects another.
    As such, any type of ability damage or drain to Int, Wis or Cha effects only the currently active form, and any mind-affecting spell or ability work similarly (so charming one has no effect on the other).
    While on hybrid form it is considered that the host's mind is the active one, and therefor he takes the damage, drain or enchantment.
    Also, the beast's force of personality is always slightly stronger then the host's, and as such it has Cha-score greater by 2.


    Occupied Residence (Ex)
    A netherhost's body serves as residence for the beast. This makes a netherhost completely immune to any attempt to wrest or share control over the character's body, mind or soul. This includes (but not limited to) domination spells, undead spirit possession, Magic Jar spell, symbionts and the Tsochar's Wear Flesh power.
    This bond occurs during the character's late childhood and no known mortal intervention may sever it.
    The beast's presence constantly occupies the character's attention. This makes multiclassing absolutely impossible - not until all 20 Netherhost levels have been achieved.


    Augmented Physics (Ex)
    The body of the Netherbeast is far more powerful than a mortal of the same body, choose either Str, Dex on Con; the beast has a +6 augmentation bonus to that ability and +4 to the other two.
    The bonus for the hybrid form is half that of the beast itself.


    Nether Strikes (Ex)
    The Netherbeast's body is slightly different then its host, and has more violent outlook and physiology.
    While in beast form, two of the host's appendages (arms or otherwise) become either sharpened or overly muscular, giving him either Claw attacks or Slam attacks (it is possible to gain one of each) dealing 1d6 + Str-mod damage of the appropriate type(s).
    If that appendage already provides a natural attack, improve its damage dice by one step instead, as if the creature is one size bigger.
    Whether creating new natural attacks or increasing existing ones, these attacks gain a bonus to damage (but not on attack rolls) based on Cha, in addition to that of Str.
    Regardless of the host's alignment, an uncontrolled beast is inherently CE. Combined with its origins, a netherbeat's natural attacks count as magical and evil and chaotic for the purpose of overcoming DR.


    Nether Senses (Ex/Su)
    Netherbeasts develop an impressive array of enhanced senses, which grow as the netherhost grows in power with level progression.
    2nd (Ex) – The beast gains +4 bonus to all Listen, Search, Sense motive and Spot checks. The hybrid form gains +2 to these checks. The beast also possesses Low-light vision as elves, but the range is x3 instead of double. The hybrid form gains Low-light vision identical to that of elves. If the host possesses Low-light vision, the range multipliers for the beast and hybrid forms increase by one step (x4 and x3 respectively).
    6th (Ex) – The beast gains Darkvision out to 90'. The hybrid form gains Darkvision out to 60'. If the host already has Darkvision, the ranges are increased by 30', to a maximum of 120'. The host also gains the Scent ability, whether or not the beast/hybrid forms are active.
    10th (Ex) – The beast may now see in darkness (including magical darkness) out to 60'. The hybrid form can see in darkness out to 30'. When the beast is not expressed, the host can see in darkness out to 10'.
    14th (Su) – The beast and hybrid forms continuously benefit from true seeing effect.
    18th (Su) – The mind of the beast has now reclaimed its full power. The beast enjoys a continuous benefit of foresight spell.


    Willing Submission (Ex)
    Netherhosts are quick to learn the advantages of the beast in combat over them, and know when they need that extra power that the hybrid form cannot supply.
    Starting at 2nd level, a netherhost may jump right into the beast form in the same manner he assume hybrid form.
    If you use this method to the DC is considered as if a link lasting 5 rounds has occurred prior to that.


    Nether Body (Ex)
    At 2nd level, and every 3 levels thereafter, the Netherbeast evolves to fit it's true form, gaining additional power. The hybrid form does not gain these mutations unless otherwise noted.
    The changes are as follows:
    2nd – Natural Defenses: The beast becomes harder to hit, its skin and fur thicken and becoming tough and resilient. The beast gains a bonus to its natural armor equal to its Cha-bonus, the hybrid form gains a bonus equal to half the host's Cha-bonus. Each time the beast gains a new body modification, this armor bonus increases by a cumulative +1.
    5th – Mandibles: The beast develops powerful mandibles, allowing it to make a secondary bite attack that deals 1d6 + Str-mod slashing damage. The mandibles are coated with sticky acid, which deals 1d8 damage upon hit.
    8th – Great Beast: While in beast form, you are one size category larger. All physical attacks deal enhanced damage, according to the beast's size increase.
    11th – Nether Tail: The beast gains a powerful lizard-like tail, with a massive bone at its far end, with a dagger-like spike protruding at its tip. The tail deals 2d6 damage when used for making bludgeoning attacks and 1d6 damage when used for making piercing attacks. The latter also delivers injected poison. The target must succeed a Fort save vs. DC [10 + 1/2 Netherhost-level + Cha-mod] or suffer 1d3 damage to either Str, Dex or Con (chosen at random upon each hit). The bludgeoning attack may be used for tripping. If an opponent successfully resists tripping, it is not allowed a counter tripping attempt.
    14th – Regenerative Body: The beast gains Fast Healing equal to its Cha-bonus, the hybrid form gains Fast Healing equal to half the host's Cha-mod.
    17th – Nether Wings: A pair of powerful wings sprout from the back of the beast, giving it a fly speed to 60' with good maneuverability. The hybrid from can fly at a speed of 40 with average maneuverability.
    20th – Massive Beast: The body of the beast is unrealistically large compared to that of the host, while in hybrid form you are one size category larger, and while in beast form you are two size categories larger. All physical attacks deal enhanced damage, according to the beast's size increase.


    Nether Health (Ex)
    Starting at 3rd level, the Netherbeast's hunger for life grants it a "storage" of temp HP equal to the character's Netherhost level Χ the beast's Cha-bonus.
    These HP are not actual part of the host, only the beast's and as such only apply while in beast form. That storage of HP is healed naturally in a rate of 1 per round, even while the beast is inactive.
    In addition, the Netherbeast's mind become strong, it gains a +4 bonus to saves against any nauseous, fear or compulsion effect.
    The hybrid form does not gain either of the above.


    Resistance (Ex)
    Netherbeasts become ever more resistant to various forms of punishments as they grow in power.
    3rd – The beast gains energy resistance equal to the character's Netherhost level. The hybrid form gains half that much.
    7th – The beast – regardless of the host's alignment – is inherently CE. It gains DR [X] / lawful + good, where [X] = half the character's Netherhost level. The hybrid form gains half that much.
    11th – The beast gains SR [12 + the character's Netherhost level]. This SR is involuntary. The hybrid form gains SR [7 + the character's Netherhost level]. This SR may be dropped as a swift/immediate action to allow a friendly spell in.
    15th – The beast now gains medium fortification. The hybrid form gains low fortification.
    19th – The beast is now impervious to precision damage. The hybrid form gains medium fortification. The host gains low fortification.


    Nether Power (Su)
    Netherbeasts draw power from the nether. Unlike the beast's physical transformation which is predictable, nether powers are more dynamic and their acquisition is not set in stone.
    At 4th level, and every four levels thereafter, choose one of the following powers.
    Any selected nether power is usable a number of times per day equal to the netherhost's Cha-bonus (minimum 1).
    The save DC of those power (whenever relevant) is [15 + Cha-mod] for the beast form, and [10 + Cha-mod] for the hybrid form. Each time the beast's size increases, the DC increases by +5.
    Nether powers are available to the netherhost in all forms: Host/Hybrid/Beast.
    The available nether powers are:
    - Aura Burst: You must possess the required Nether Aura feature to choose this power. As a standard action, you may focus yourself into powering the aura, doubling its range.
    - Breath of Shadow: As a move action, you breathe out an unnatural darkness, covering the area around yourself in an effect equal to that of a Darkness spell, radiating 20 ft. to every direction, the darkness lasts for a number of rounds equal to your Cha-bonus, and will remain in place even if you move. Once you have obtained 10th Netherhost level, the effect's is increased to that of Deeper Darkness.
    - Dispel Magic: This operates as the spell (CL = Netherhost level), except it can only be used as targeted dispel and the usual +10 level cap is ignored.
    - Draining Strikes: The natural attacks of the Netherbeast (gained/improved from Nether Stirkes or Nether Body) heal the Netherbeast for half the damage dealt, rounded down, when they deal lethal damage to living creatures. Activating this power is a move action. The effect lasts for 1 round / Cha-bonus (minimum 1).
    - Fade to Nether: As a move action you may turn invisible for a number of rounds equal to your Cha-mod. If you attack, cast a spell or use a spell like ability or activated supernatural ability other than the ones granted by Nether Power that deal no damage, the invisibility is lost.
    - Nether Blast: You may, as a standard action that doesn't provoke AoOs, release a burst of force as a 60' line or 30' cone, dealing 2d8 damage plus 1d8 / 2 Netherhost levels passed 4th, with Ref save allowed for half damage. Alternatively, you may hit a single target within 120' with a successful ranged-touch attack. If you hit, the target takes full damage with no save allowed.
    - Nether Leak: A haze of pure nether leaks from your body, covering you in a thin protective layer. Any weapon that touches it takes 1d6 points of magic damage from it, and the weapon’s hardness does not reduce this damage. A magic weapon may attempt Reflex save to avoid taking this damage. A creature who strikes you with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a Reflex save.
    - Nether Step: As a move action you may dematerialize and re-materialize in another point within 5' per Cha-bonus (minimum 5'), without actually going throw the space in between.
    - Time Distortion: As a swift action, you may replicate the effect of Haste or Slow spells, except their range is self/touch respectively. During the round in which Slow is activated, your first successful melee attack delivers the effect. Delivering the effect is resolved as touch attack.


    Protective Transformation (Ex)
    At 5th level, the bond between the netherhost and his beast has grown to such extent, that the beast attempts to defend it when necessary by taking over, and using its greater power.
    If the host falls victim to a mind-affecting spell or ability that causes him to act in a way that directly or indirectly endangers his life, the beast reacts as if a link was made (with the save DC increasing every round, but it does not count against the number of links made that day).
    In addition, if the host's HP drop enough to render him dead, or he's hit by a death effect, he instead stabilizes at 0 HP, and the beast immediately takes over, transforming into full beast form, and sustaining the lives of both of them, using its Nether Health. Knowing just how vulnerable it is in this state, the beast is likely to avoid combat, maybe even surrender or ask for healing from any who might be interested at saving the host.
    Starting at 13th level, if the host – either in his host form or hybrid form – is subject to unwanted polymorph or petrifaction, the beast may attempt to assume control just before the transformation kicks in. If successful, it is entitled to a save of its own to break the effect.


    Nether Aura (Su)
    Starting at 6th level, the beast begins to radiate its essence and power in the form of one of the aura effects given below. The aura extends out to 30', with a save DC to resist of [10 + 1/2 Netherhost level + the beast's Cha-mod].
    The various beats auras are as follows:
    Aura of Fear: At the beginning of each turn of every being inside the aura, it must make a Will save or be shaken this round. If already shaken, it become frightened instead.
    Nauseous Aura: At the beginning of each turn of every being inside the aura, it must make a Fort save or be nauseated this round.
    Aura of Confusion: At the beginning of each turn of every being inside the aura, it must make a Will save or be confused this round.
    Aura of Fatigue: At the beginning of each turn of every being inside the aura, it must make a Fort save or be fatigued this round.
    At 12th level and again at 18th, the beast gains an additional aura effect. All aura effects the beast possesses are active simultaneously.


    Augmentation Overflow (Ex)
    The body of a 9th level netherhost becomes stronger due to the beast's influence, yet a little less normal, gaining some of the might of the beast itself. He gains a permanent +2 increase to the ability chosen for Augmented Physics. In addition, the hybrid form gains the benefits of Nether Strikes.
    At 17th level, the host gains another +2 increase to the ability chosen for Augmented Physics. In addition the hybrid form gains the benefits of the beast's entire array of physical attacks and the host form gains the benefits of Nether Strikes, despite it not being visually obvious.


    Improved Augmented Physics (Ex)
    At 11th level the body of the beast takes a more extensive form, the bonus to abilities from Augmented Physics rise to +6, with the chosen ability rising to +8, and to that extend the ability bonuses for the hybrid form rise to +4 for the chosen and +3 for the others.


    Full Transformation (Ex)
    At 13th level, the host learns how to tank even more power from the beast, using the same method he uses to become the hybrid he may transform himself completely into the beast, yet keeping his own mind in control.
    This transformation is extremely straining and allows the beast much more place to work, it counts as if 3 links have been made simultaneously if you use this ability (so the number of daily links increase by 3, and the number of rounds increase by 3 every round), however braking this link requires only a single concentration as normal, and if the beast takes over while in this state, the save decreases at normal speed, not at triple.


    Will of the Netherbeast (Ex)
    The mind of a 13th level Netherbeast is beyond the power of mortal understanding, it becomes immune to fear, compulsion and nausea.
    The beast itself also gains a further +2 increase to its Cha.
    The hybrid form gains a +4 to saves against fear, compulsion and nausea as the Will of the Netherbeast itself can help the host to resist such effects while a link is open.
    Using the Full Transformation ability will grant only the hybrid bonus of this ability (in addition to that of Nether Health), as this ability relates to the mind, not the body.


    Symbiotic Health (Ex)
    A 17th level netherhost begins to tap directly to the beast's life force. As such, all forms gain the beast's additional HP.


    Greater Augmented Physics (Ex)
    At 19th level the body of the beast form becomes further great and destructive, the bonus to abilities from Augmented Physics rise to +8, and for the chosen ability to +10, and to that extend the ability bonuses for the hybrid form rise to +5 for the chosen ability and +4 for the others.


    Safer Transformation (Ex)
    At 20th level, the host learns how to make his Full Transformation safer, effectively making it work as if 2 links were made, instead of 3.








    Netherhost Feats
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    Empowered Touch of the Nether
    Requirement: Nether Body (great beast)
    Benefits: The natural attacks of your Netherbeast gain additional qualities. You may choose between Cold Iron, Alchemical Silver and Adamantine.
    This feat may be taken multiple times.

    Extra Nether Powert
    Requirement: 3 Nether Powers
    Benefits: You gain an additional Nether Power.
    You may select this feat once more for each additional Nether Power you gain (beyond 3) by leveling in the Netherhost class.

    Nether Contract
    You and the netherbeast have come to an understanding that will put an end to the conflict between the two of you.
    Requirements: Netherhost level 20, permanent alignment shift (see below)
    Benefit: The netherbeast no longer takes control over you. In return, your alignment permanently shifts one step toward Chaotic. If you're already Chaotic when choosing this feat, your alignment permanently shifts one step toward Evil.
    You may not choose this feat if you're already CE.

    Widened Nether
    Requirement: 2 Nether Auras
    Benefits: You Nether Aura widens to cover 60'r.





    Class: Radiant Soul

    Spoiler
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    Preface
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    For a long time now I've been wanting to explore the possibility of making a functional class that revolves purely around light.

    Radiant Souls strive to master the manipulation of light in all its aspects, but not necessarily in the traditional manner that involves positive energy, purity or divine spells, but rather manipulate it directly.
    Their ultimate goal is to transform into beings of pure energy, free from mortality and the bonds of the physical world.



    HD: d6

    Table: Radiant Soul
    Saves
    Level BAB F R W Special
    1st +0 +0 +2 +2 Nimbus of Light, Radiant Touch, Spellcasting
    2nd +1 +0 +3 +3 Deflecting Radiance
    3rd +2 +1 +3 +3 Lightburst (1 / day)
    4th +3 +1 +4 +4 Radiant Gaze
    5th +3 +1 +4 +4 Silent Spell
    6th +4 +2 +5 +5 Sustaining Radiance
    7th +5 +2 +5 +5 Lightburst (2 / day)
    8th +6 +2 +6 +6 Solar Nimbus
    9th +6 +3 +6 +6 Still Spell
    10th +7 +3 +7 +7 Revitalizing Radiance
    11th +8 +3 +7 +7 Lightburst (3 / day)
    12th +9 +4 +8 +8 Ride The Light
    13th +9 +4 +8 +8 Enlarge Spell
    14th +10 +4 +9 +9 Blinding Radiance
    15th +11 +5 +9 +9 Lightburst (4 / day)
    16th +12 +5 +10 +10 Extraordinary Radiance
    17th +12 +5 +10 +10 Widen Spell
    18th +13 +6 +11 +11 Radiant Form
    19th +14 +6 +11 +11 Lightburst (5 / day) *
    20th +15 +6 +12 +12 Being of Light



    Class Skills: Concentration, Diplomacy, Heal, Intimidate, Knowledge (arcana, nature, the planes), Listen, Sense Motive, Search, Spellcraft, Spot, and Survival.
    Skill Points Per Level: 4 + Int modifier
    Weapon and Armor Proficiency: Radiant souls are proficient with all simple light and 1-handed melee weapons. Radiant souls are not proficient with armor or shields.



    Nimbus of Light (Su)
    A glittering corona of sunlight-like illumination surrounds your body.
    The nimbus of light around you glows like a lantern, providing bright illumination in a 30' radius (and shadowy illumination for an additional 30').
    As a standard action, you can coalesce light energy around your outstretched arm and fling it toward a foe within 60'. You must succeed on a ranged touch attack to strike a target. This form of attack deals [1d8 +(1 / Radiant Soul level)] points of damage. Light-based attacks deal double damage vs. undead creatures (or triple damage to those specifically harmed by bright light).
    For the purpose of gaining multiple attacks from your Nimbus of Light, you count BAB gained only from your Radiant Soul levels, ignoring racial HD, template HD and levels in other classes.
    This ability may be turned on an off at will.
    You may "light up" when attempting to demoralize someone and gain +2 to your Intimidate check.


    Radiant Touch
    While the character's Nimbus of Light ability is on, their melee attacks deal an additional [Light] damage equal to 1 point per Radiant Soul level. This extra damage is deligered on a successful touch attack, even if the melee attack is otherwise blocked by armor or natural armor.


    Spellcasting
    Radiant souls are fullcasters that cast arcane spells drawn from a specialized list of light-based spells. A radiant soul knows all Radiant Soul spells upon gaining access to their appropriate level.
    The primary spellcasting ability score of the Radiant Soul is Cha.
    Spells gained as Radiant Soul require no material components, even if they usually do when gained by other classes.

    Radiant Soul Spells:
    Spoiler
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    0 SL
    Candlelight
    Dancing Lights
    Light


    1st SL
    Color Spray
    Dawn Burst (CM, p.101)
    Ghost Light (OA, p.104)
    Guiding Light (SC, p.108)
    Luminous Gaze (SC, p.135)


    2nd SL
    City Lights (RoD, p.164)
    Continual Flame
    Glitterdust
    Moonbeam (SC, p.144)
    Rainbow Beam (SC, p.165)
    Scorching Ray:


    3rd SL
    Daylight
    Flashburst (FrCS, p.70)
    Moonlight *
    Rainbow Blast (SC, p.165)
    Searing Light
    Vision of the Omniscient Eye (DrMg, p.74)
    Wall of Light (SC, p.134)


    4th SL
    Aura of the Sun (LEoF, p.30)
    Battlefield Illumination (Heroes of Battle)
    Blistering Radiance (SpC, p.33)
    Celestial Brilliance (BoED, p. 94)
    Fire Shield
    Rainbow Pattern


    5th SL
    Curtain of Light (BoED, p.96)
    Dawn Shroud (Champions of Valor, p.54)
    Lucent Lance (SC, p.134)
    Prismatic Ray (Carc, p.118)
    X-Ray Vision *


    6th SL
    Anger of the Noonday Sun (SC, p.11)
    Crown of Brilliance (BoED, p.95)
    Disintegrate
    Sun Scepter (LEoF, p.34): If you're chaotic, your Sun Scepter counts as anarchic instead of axiomatic. If you're neither lawful nor chaotic, you must choose among the two upon gaining 11th Radiant Soul level. This choice cannot be changed later on.


    7th SL
    Brilliant Blade (SC, p.40)
    Prismatic Spray
    Radiant Assault (SC, p. 164 – sightless creatures still take damage)
    Tomb of Light (BoED, p.110)


    8th SL
    Brilliant Aura (SC, p.39)
    Prismatic Wall
    Scintillating Pattern
    Sunburst


    9th SL
    Deadly Sunstroke (CMag, p.101)
    Prismatic Sphere
    Moonfire (SC, p.144)



    * This spell is detailed in this codex.





    Deflecting Radiance (Su)
    At 2nd level, your Nimbus of Light gains partial tangibility where it touches your flesh. You gain deflection bonus to AC equal to your Cha-bonus, capped by your Radiant Soul level.
    This deflection increases by +1 for each 3 Radiant Soul levels you possess.
    This bonus is lost when your Nimbus of Light is disabled.


    Lightburst (Su)
    Starting at 3rd level, once per day, a radiant soul may discharge one instantaneous Radiant Soul spell as a swift action, as long as the chosen spell belongs to a spell level lower than the highest Radiant Soul SL available to him.
    Example: a 5th level radiant soul has access to 3rd level Radiant Soul spells. Therefore, he may once per day discharge Color Spray, Rainbow Beam or Scorching Ray as a swift action.
    For each 4 levels passed 3rd (7, 11, 15, 19...), a radiant soul gains one additional daily use of this ability.
    At 19th level, a radiant soul gains access to 9th SL with this ability.


    Radiant Gaze (Su)
    At 4th level, a radiant soul's eyes may shed illumination in a 120' cone, 30' wide at its far end, towards anywhere the character point his attention, enabling the character and all other observers to see perfectly in darkness. This illumination penetrates any darkness effect equal to (or lower than) the character's highest SL accessible (e.g. at 5th Radiant Soul level, that character's gaze suppresses Deeper Darkness effect).
    For each 3 levels passed 4th, the range of Radiant Gaze increases by 60', and your eyesight improves accordingly.
    While this ability is active, you gain a bonus on Search checks equal to your level, as well as a bonus on all ranged touch attacks you make equal to [+1 per 60' range this power grants] (+2 at 4th, +3 at 7th, +4 at 10th etc).
    This ability cannot be use while you're threatened or distracted.


    Silent Spell
    At 5th level, you may cast any Radiant Soul spell you know as if the Silent Spell feat was applied to it – w/o suffering SL increase or spellcasting time increase.


    Sustaining Radiance (Ex)
    At 6th level, a radiant soul's energy sustains him in his endeavors.
    As long as Nimbus of Light is on, the radiant soul only needs to eat and drink once per week and requires only 1 hour of sleep to be fully rested (gaining the benefit of 8 hours of rest), and 10 minutes of rest to gain the benefit of 1 hour of rest (such as to remove the exhausted condition).
    Furthermore, the radiant soul cannot be magically exhausted, fatigued, dehydrated, or famished.
    Finally, you gain SR [12 + Radiant Soul level] vs. spells and effects with the [Light], [Color], [Prismatic], [Darkness] or [Shadow] descriptor, as well as gaze attacks. You may will a spell to penetrate this resistance if you so choose.


    Solar Nimbus (Su)
    Starting at 8th level, your Nimbus of Light intensifies to mimic the effect of Daylight spell.
    When using this power to attack, the range increases to 120', the damage increases to [2d8 + 2 points per Radiant Soul level] and targets hit must succeed a Fort save vs. DC [10 + 1/2 Radiant Soul level + Cha-bonus] or be affected by Faerie Fire spell effect. You may apply the Faerie Fire spell effect w/o dealing damage, in which case the save DC is increased by +5.
    You may diminish the effect to that of Nimbus of Light, but this also diminishes you offensive capabilities to match.
    When you "light up" to Solar Nimbus strength as part of demoralize attempt, gain +4 to your Intimidate check. If you intensify your illumination from Nimbus of Light to Solar Nimbus, you gain +2.


    Still Spell
    At 9th level, you may cast any Radiant Soul spell you know as if the Still Spell feat was applied to it – w/o suffering SL increase or spellcasting time increase.


    Revitalizing Radiance (Su)
    Starting at 10th level, radiance now sustains you to greater effect, provided Solar Nimbus ability is active.
    First, the light that burns within keeps the radiant soul pure of polluting agents, granting immunity to poison and disease.
    Second, the radiant soul needs not eat, or drink.
    Third, you become immune to spells and effects with the [Light], [Color], [Prismatic], [Darkness] or [Shadow] descriptor, as well as gaze attacks. You may will a spell to penetrate this resistance if you so choose.
    Fourth, you may now stare directly at the sun without suffering any ill effect, and are completely insusceptible to the Dazzled condition.
    Finally, you gain slow regeneration, recovering 1 HP per minute.


    Ride The Light (Su)
    At 12th level, you gain the ability to travel on beams of light.
    Whenever your Nimbus of light is on, you gain flight speed. Your speed and maneuverability depend on the intencity of your nimbus:
    - Nimbus of Light: 30'; poor
    - Solar Nimbus: 60'; average
    - Blinding Radiance: 90'; good
    Additionally, once every 5 rounds, as a move action, you may teleport anywhere within a distance no greater than the range of your Radiant Gaze ability, provided that the target location is within line of sight (but not necessarily line of effect).
    When riding the light, you may decide whether or not any carried items travel with you - all of them, or none at all. With this power, a radiant soul momentarily transforms into a beam of light and reforms at the target point. The effect is too fast for anyone to react to and disrupt the attempt once the ability has been activated.


    Enlarge Spell
    At 13th level, you may cast any Radiant Soul spell you know as if the Enlarge Spell feat was applied to it – w/o suffering SL increase or spellcasting time increase.


    Blinding Radiance (Ex)
    At 14th level, your Nimbus of Light improves for the last time.
    At will, you may increase the brightness of your Nimbus of Light so that it radiates brilliant light to a radius of 30', with Daylight illumination out to 60' and shadowy illumination out to 120'. Any creature within 30' must make a Fort save vs. DC [15 + Cha-bonus] or be blinded for 2d4 rounds.
    A radiant soul bathed in Blinding Radiance can be gazed upon through Deeper Darkness w/o ill effects.
    When using this power to attack, the range increases to 240', the damage increases to [3d8 + 3 points per Radiant Soul level] and targets hit must succeed a Fort save vs. DC [10 + 1/2 Radiant Soul level + Cha-bonus] or be affected by Daylight spell effect. You may apply the Daylight spell effect w/o dealing damage, in which case the save DC is increased by +5. You may now apply the Faerie Fire spell effect w/o dealing damage, in which case the save DC is increased by +10.
    You may diminish the effect to that of Solar Nimbus or Nimbus of Light, but this also diminishes you offensive capabilities to match.
    While your nimbus is at Blinding Radiance strength, you may trigger Ride The Light as a swift or immediate action.
    When you "light up" to Blinding Radiance strength as part of demoralize attempt, you gain +6 to your Intimidate check.


    Extraordinary Radiance
    Starting at 16th level, all your Radiant Soul class abilities become (Ex) abilities.


    Widen Spell
    At 17th level, you may cast any Radiant Soul spell you know as if the Widen Spell feat was applied to it – w/o suffering SL increase or spellcasting time increase.


    Radiant Form (Ex) (D)
    Starting at 18th level, you may become pure energy, gaining the Incorporeal template for a total number of daily minutes equal to your Cha-bonus.
    You gain Fly speed of 120' with perfect maneuverability and regenerate at a rate of 5 HP / round.
    Your Cha replaces your Con for determining your extra HP gained from leveling.
    Becoming incorporeal takes a standard action that provokes AoOs and requires Blinding Radiance ability to be active.
    While assuming Radiant Form, you may lower your illumination down to Nimbus of light, losing none of your offensive capabilities.
    Radiant Form is unaffected by attacks based on heat, cold, electricity, acid or sound.
    While incorporeal, no mortal darkness can overcome your Nimbus of Light. Darkness generated via divine salient abilities forces you out of your Radiant Form.


    Being of Light
    At level 20, you shed your mortal body, forever becoming an incorporeal entity of light.
    You become an ageless native outsider immune to aging effects, losing whatever age penalties you might possess and never dying of oldage.
    Your Fly speed increases to 240'.
    You may reclaim your material body (D) for a total number of daily minutes equal to your [Radiant Soul class level + Cha-bonus]. Materializing takes a move action that doesn't provoke AoOs.
    20th level radiant souls may Ride The Light once every 1d4 rounds.
    From this point and on, not even deities can overcome your inner light.








    Radiant Soul Feats
    Spoiler
    Show

    Frequent Lightburst
    Requirements: Radiant Soul level 7.
    Benefits: you gain an additional daily use of Lightburst.
    This feat may be taken once more starting at 15th Radiant Soul level

    Luminous Summons
    Requirements: Ride The Light class feature.
    Benefits: Once per day per Cha-bonus, you may force Ride The Light upon others.
    Instead of dealing damage, your light attack may teleport a target that's within your Ride The Light range to anywhere else within your Ride The Light range.
    The target is entitled a Fort save vs. DC [10 + 1/2 Radiant Soul level + Cha-bonus] to negate the effect.

    Radiant Burns (Ex)
    Requirements: Radiant Soul level 3
    Benefit: Once per day, while your Nimbus of Light is on, as a standard action, you may fire a 30' cone (burst) of phosphorous-green illumination that delivers the effect of Low Radiation.
    Radiation affects any creature that has Con-score, even those that are otherwise immune to poison or ability damage.
    You may spend a daily use of Lightburst ability to activate this ability as a swift action.
    At Radiant Soul levels 8/14/20, the level of radiation increases by one step (to Medium / High / Severe respectively).
    Each level of radiation adds 30' to the range of the effect, with the effect decreasing at every 30'.
    (Example: a 16th level radiant soul can fire a 90' cone of radiation: 30' of High radiation, then 30' of Medium radiation, then 30' of Low radiation).
    A radiant soul may lessen the effect at will, but the ranges decrease appropriately.
    At 6th Radiant Soul level and every 6 levels thereafter, you gain an additional use of this ability per day.
    Special: A character that possesses this ability is immune to Low Radiation, and all suffered Radiation damage counts as one step weaker than it actually is. As this power evolves (levels 8, 16, 20), your resistance/immunity to the afflictions of Radiation improves accordingly.

    Radiant Bolt (Ex)
    Requirements: Radiant Burns
    Benefit: You may shape your Radiant Burns as a line attack, doubling its normal ranges.

    Radiant Corona (Ex)
    Requirements: Radiant Soul level 6, Radiant Burns
    Benefit: Once per day, as a standard action, you may activate your Radiant Burns ability as a halo of radiation (spread) that lasts for a number of rounds equal to 1/2 your Cha-bonus, plus 1 round per 6 Radiant Soul levels.
    Special: This feat may be taken multiple times, each of which granting another daily use of Radiant Corona.

    Controlled Radiance (Ex)
    Requirements: Radiant Soul level 9, Radiant Burns
    Benefit: You may now form safe zones where your radiance cannot penetrate. The number of creatures/objects you may exclude from your radiance effects equals [your Cha-bonus + 1/4 your Radiant Soul level].
    This affects only radiance produced by you. It has no effect on radiation produced by other sources.

    Radiance Shield (Ex)
    Requirements: Radiant Soul level 12, Radiant Burns, Radiant Corona, Controlled Radiance
    Benefit: you may shield allies from all sources of radiation.
    To figure the potency of shielding and how far away, see the ranges description and special clause of Radiant Burns.
    You activate this ability as a standard action and may maintain it as a swift action on a round-by-round basis.
    Using this ability consumes a use of Radiant Corona.


    Last edited by nonsi; 2020-09-10 at 11:48 PM.