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Thread: Glowherd (base class, 3.5)

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    Barbarian in the Playground
     
    Griffon

    Join Date
    Oct 2008
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    South Africa
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    Default Glowherd (base class, 3.5)

    Hi there. I recently participated in Lord Gareth's "The Light Beckons" Base Class challenge. Unfortunately, my entry went unpeached. It did, however, earn some votes. This leads me to believe that some people are nevertheless interested in this class. Therefore, I've started this thread to work on the class, recieve peaches and expand upon it. As it was unpeached, there could be many problems that I am unaware of. I did say in the chat thread that I'm eager for ideas for new radiances and beams and have considered restricting some of them to higher level glowherds for balance purposes. Please let me know what you think. I'd like to end up with something fun and reasonably balanced at the end.

    GLOWHERD

    "These "glorified reading lights" as you call them, are the things that will ensure our victory!" - Swordfeather Kyrek, illumian glowherd

    Glowherds are people whom have a supernatural influence on light. They have practised this influence until they are able to coax light into spheres called glows which they shepherd and cause to give off supernatural effects called radiances and beams. They appear to do this through force of will and mental persuasion.

    Abilities: The difficulty class to resist the effect of a glowherd’s radiances and beams are based off Charisma, making that an important ability. With low hit points, constitution is also useful. As most of a glowherd’s attacks are ranged, dexterity could also be useful.

    Role: Glowherds are mainly good for support, yet they have some debuffing and minor blasting abilities as well. They are also capable of serving as the party face.

    Background: Like sorcerers, glowherds are usually untrained and simply discovered their abilities by accident. Those that were intrigued by their early experiments then proceeded to practice and attempt to control the light that they were influencing. Once s/he could draw out the light, it became instinct to form it into a ball and control it. Some individuals hear about other glowherds and attempt the abilities themselves before discovering that they have the talent.

    Organization: As most glowherds are self-trained, there are no academies or similar organizations for them to join. However, glowherds are easily recognized for what they are, especially by other glowherds whom may be interested in joining them to trade advice and cooperate in mutually beneficial undertakings which results in small guilds being formed.

    Alignment: Glowherds can be any alignment. Good glowherds are more common due to the associations that many culture’s have with light, their supportive role and the difficulty that glowherd’s have with using their powers for illegal, underhanded activities. Good glowherds wish to use their powers to help and support others. Evil glowherds see light as another thing to be controlled for their own benefit. Lawful glowherds see themselves as bringers of control to the phenomenon of light and often as tacticians like marshals. Chaotic glowherds are fond of trickery and manipulation and see lght as something else to practice these skills on.

    Races: Blind races such as grimlocks cannot become glowherds s they cannot sense the light in order to manipulate it. Races that are light sensitive and/or which rely on ambush such as kobolds are rarely glowherds as the light is disadvantageous for them. Races that live below the surface are also unlikely to become glowherds as they are too familiar with darkness. As sun-lovers, humans are one of the races to host many glowherds. Elves are also at home in the open, admiring the sky which gives them many glowherds. Half-elves become glowherds for similar reasons to their parents. Some fey see light as a part of nature, to become one with, by becoming glowherds. Centaurs become glowherds for similar reasons to fey and elves. Lawful good aasimer sometimes see becoming a glowherd as a way of seeming closer to archons due to the similarity in appearance between glows and lantern archons.

    Religion: Some glowherds see religion as irrelevant and only concentrate on their own natural talent. Others see their abilities as gifts from the gods that they should be thankful for. Religious glowherds tend to worship gods of light or celestial bodies such as Pelor. Some will instead worship gods of magic due to the supernatural nature of their powers. Many glowherds are attracted to Boccob whom they see as guardian of magic and mainly interested in his own powers, which they identify with.

    Other Classes: Glowherds recognize the importance of having someone in armour with a big weapon to protect him/her and someone to heal his/hr wounds. They acknowledge that their powers are not good for being sneaky as well, so even if they find such classes distasteful, they realise that they cannot replace such individuals. Arcane casters are important for doing flashy things even if the glowherd feels that they can be condescending. In fact, as a supporting class, glowherds know the importance of teamwork and are good at it. The biggest rivalry with glowherds comes from bards as they fulfil similar roles while one uses sound and the other light. Rogues and similar classes can also be put off by the fact that light makes sneakiness more difficult.

    Adaptation: As currently written, glowherds are rare as the use strange supernatural powers that few people know how to use. Maybe the process was recently discovered. Maybe it was taught and passed down through the generations in a particular tribe. Maybe it is a more literal gift from the gods. One may wish to make the class more-wisdom and less-charisma based in that case. Maybe the glows are spirits, undead or elementals in which case maybe the glowherd should be able to speak to them or give them familiar-like powers. Maybe this is related to psionics and uses power points. Alternatively it could use invocations or spell-like abilities.

    Hit Die: d4

    Starting Gold: 3d4 x 10 (75gp)

    Starting Age: as bard.

    Class Features

    Class Skills: The glowherd's class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Perform (Cha), Profession (Wis), Search (Int), Spellcraft (Int), and Spot (wis).

    Skill Points at First Level: (4 + int modifier) X 4
    Skill Points at Each Additional Level: 4 + int modifier

    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special |Glows|Radiances Known |Beams Known

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    | Dedication to Sight (Low-light Vision), Illumination Bonus +1 radiance Range 10 ft., Quench/Ignite|1|1|1

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Deflect|1|1|2

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    | Dedication to Sight (Darkvision) |1|2|2

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Illuminate|2|2|3

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    | Dedication to Sight (Glare Resistance), Radiance Range 15 ft.|2|2|4

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Favourable Lighting|2|3|4

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    | Dedication to Sight (Blindness Resistance) |2|3|5

    8th|
    +6/+1
    |
    +2
    |
    +2
    |
    +6
    |Illumination Bonus +2|3|3|6

    9th|
    +6/+1
    |
    +3
    |
    +3
    |
    +6
    | Dedication to Sight (Farsight) |3|4|6

    10th|
    +7/+2
    |
    +3
    |
    +3
    |
    +7
    | Radiance Range 20 ft.|3|4|7

    11th|
    +8/+3
    |
    +3
    |
    +3
    |
    +7
    | Dedication to Sight (Keen Eyes) |3|4|8

    12th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |Dazzle|4|5|8

    13th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    | Dedication to Sight (Recognize Figment) |4|5|9

    14th|
    +10/+5
    |
    +4
    |
    +4
    |
    +9
    |Remote Beam|4|5|10

    15th|
    +11/+6/+1
    |
    +5
    |
    +5
    |
    +9
    | Dedication to Sight (Pierce Concealement) Radiance Range 25 ft.|4|5|10

    16th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    | Illumination Bonus +3|5|5|11

    17th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    | Dedication to Sight (See invisibilty) |5|5|12

    18th|
    +13/+8/+3
    |
    +6
    |
    +6
    |
    +11
    |Reflect|5|6|12

    19th|
    +14/+9/+4
    |
    +6
    |
    +6
    |
    +11
    |Dedication to Sight (True seeing) |5|6|13

    20th|
    +15/+10/+5
    |
    +6
    |
    +6
    |
    +12
    | Additional Primary, Illumination Bonus +4, Radiance Range 30 ft.|6 |6 |14 [/table]


    Weapon and Armor Proficiencies: Glowherds are profficient with all simple weapons, as well as shortbows. They are not profficient with any form of armour or shields.

    Glows: Glows are the defining feature of the glowherd. Every morning, the glowherd must spend an hour before a light source (the sun qualifies) and use his/her supernatural powers to draw in the light and coax it into balls of light called glows. The glowherd has full control over his/her glows which follow him/her around. The glows are able to move up to a distance away from the glowherd equal to 5 ft. more than their radiance range as long as they do not break line of effect. The number of glows that a glowherd shapes increases as s/he gains levels as indicated in the table. Each glow provides illumination and penalties to hide checks as if it were a torch. One glow is considered the glowherds primary glow and has an illumination bonus equal to one higher than that of the other glows. The glowherd can alternate which glow is his/her primary glow as a standard action which does not threaten an attack of opportunity. Glows and the effects that they produce are treated as spells of a level equal to their illumination bonus and with a caster level equal to the glowherd’s glowherd level. Dispelled glows are quenched.

    Radiances: Each glow produces an effect on the allies or enemies of the glowherd within its radiance range. This effect is known as a radiance. The glowherd can switch the radiance of any of his/her glows to any other radiance that s/he knows as a standard action which does not threaten an attack of opportunity. Everytime that a glowherd learns a new radiance, s/he may replace one of his/her old radiances known in the same manner as a sorcrerer changing spells. The effects produced by radiances do not stack with each other.

    Beams: If the glowherd’s primary glow occupies the same space as the glowherd him/herself, then the glowherd may fire any beam that s/he knows from the glow as a ranged touch attack. Doing so quenches the primary glow. Everytime that a glowherd learns a new beam, s/he may replace one of his/her old beams known in the same manner as a sorcrerer changing spells.

    Quench/Ignite (su): The glowherd may quench one or more of his/her glows as a free action. Doing so removes all the benefits that the glow provides. While quenched, a glow provides no illumination and is invisible. To those who can see invisible objects, a quenched glow looks like a tiny atmospheric disturbance. The glowherd may ignite a quenched glow, returning all its benefits as a standard action which does not threaten an attack of opportunity.

    Dedication to Sight: A glowherd is dependent on light and his ability to see it. If s/he is blinded, all his/her glows are immediately quenched and cannot ignite until the glowherd can see again. However, the glowherd has been rewarded for his/her training with his/her eyes. As a full-round action which provokes an attack of opportunity, the glowherd may cast cure blindness (self only) as a spell-like ability. Also, his/her eyesight improves as s/he gains levels. Unless overwise stated, these are extraordinary abilities.

    At first level, the glowherd gains low light vision.

    At third level, the glowherd gains darkvision.

    At fifth level, the glowherd gains glare resistance, meaning that s/he has a bonus on saving throws versus being dazed or dazzled by a light source equal to his/her illumination bonus.

    At seventh level, the glowherd gains blindness resistance, meaning that s/he has a bonus on saving throws versus being blinded equal to his/her illumination bonus.

    At ninth level, the glowherd gains farsight. This doubles the distance that the glowherd can see as well as the range increment on all ranged attacks that the glowherd makes.

    At eleventh level, the glowherd gains keen eyes meaning that s/he has a bonus on spot and search checks equal to his/her illumination bonus.

    At thirteenth level, the glowherd gains recognize figment, meaning that s/he has a bonus on saving throws to disbelieve figments equal to his/her illumination bonus.

    At fifteenth level, the glowherd gains pierce concealment. This removes the benefits of concealment for all attacks that the glowherd makes against any individual.

    At seventeenth level, the glowherd gains see invisibility as the spell. This is a supernatural ability.

    At nineteenth level, the glowherd gains true seeing as a spell-like ability (self only) as the spell.

    Deflect (su): From 2nd level, the glowherd gains a deflection bonus to armour class equal to the number of unquenched glows in his/her space.

    Illuminate (su): From 4th level, when a glow is in the same space as an enemy. All the glowherd's allies (including the glowherd him/herself) gain a circumstance bonus equal to the glowherd’s illumination bonus on attack rolls against that enemy.

    Favourable Lighting (su): When s/he reaches 6th level, a glowherd can arrange his/her glows to make an individual look attractive, impressive or scary. S/he can give any individual a circumstance bonus on charisma based skill checks equal to the number of glows occupying the individual’s space.

    Dazzle (su): A glowherd that is at least 12th level can cause a glow that is in the space of an enemy to flare in the enemy’s eyes as a standard action that does not provoke an attack of oppertunity. The enemy will have to make a fortitude save DC (10+glowherd level+charisma modifier) or be dazzled.

    Remote Beam (su): At 14th level, the glowherd’s primary glow does not need to be in his/her space to fire a beam from it.

    Reflect (su): At 18th level the glowherd can cause a beam that hits an enemy to fire at an additional enemy with a -2 penalty on the second attack roll.

    Additional Primary (su): At 20th level, the glowherd may treat 2 of his/her glows as his/her primary glow at once, gaining all associated benefits.

    Radiances:
    Spoiler
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    Agile Radiance

    The yellow light which emanates from the glow gives a feeling of excitement and eagerness. The joints that it bathes feel more comfortable, flexible and quick.

    All allies within the radiance range gain a bonus to dexterity equal to the glowherd’s illumination bonus.

    Aligned Radiance

    The glow gives of a feeling of righteousness, order, sinister intentions or freedom. This is comforting to those whom now feel that their cause is on their side.

    The glowherd chooses an alignment component that s/he shares. All individuals that share that alignment component within the radiance range bypass damage reduction as if their weapons possessed that alignment. Also, they gain damage reduction equal to the glowherd’s illuminaion bonus negated by the opposing alignment.

    Angry Radiance

    The red light that emanates from the glow provokes a feeling of fury in all present which manifests itself in ferocity or recklessness depending on whether the individual is friend or foe.

    All individuals within the radiance range enter a state similar to a barbarian’s rage with the exception that the bonuses provided to allies are equal to the glowherd’s illumination bonus as are the penalties provided to enemies. (This is a minimum of 2 in each case).

    Arctic Radiance

    Within the harsh light of the glow, one can feel the chill of the tundra which freezes all enemies.

    All enemies within the radiance range take a number of points of cold damage equal to the glowherd’s illumination bonus per round.

    Armoured Radiance

    The glow emanates light which covers and hardens armour and prevents weapons from penetrating the armour.

    All allies within the radiance range have their armour bonus to amour class increased by the glowherd’s illumination bonus.

    Bounding Radiance

    The light from the glow makes you feel light and energetic, strengthening your legs.

    All allies within the radiance range gain a bonus to jump checks equal to the glowherd’s illumination bonus.

    Brawny Radiance

    The light from the glow soothes and strengthens your muscles, allowing them to perform greater feats of strength.

    All allies within the radiance range gain a bonus to strength equal to the glowherd’s illumination bonus.

    Circumventing Radiance

    The light from the glow helps your confidence, concentration and steadiness whilst trying to disable the trap which you are working on.

    All allies within the radiance range gain a bonus to disable device checks equal to the glowherd’s illumination bonus.

    Clumsy Radiance

    The light from the glow gives a feeling of discomfort which makes aiming one’s weapon more difficult.

    All enemies within the radiance range take a penalty to attack rolls equal to the glowherd’s illumination bonus.

    Concealing Radiance

    The bright light from the glow makes it impossible to properly discern shapes within it.

    All allies within the radiance range gain concealment which provides a miss-chance equl to 5 x the glowherd’s illumination bonus percent to a maximum of 50%.

    Confusing Radiance

    The violent swirling colour and sudden changes in brightness from the glow make it impossible to think clearly.

    All enemies which enter the radiance range must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or be confused for a number of rounds equal to the glowherd’s illumination bonus or until they are no longer within the confusing radiance, whichever is sooner. Whether or not they make the save, they are then immune to this particular glowherd’s confusing radiance for 24 hours.

    Creative Radiance

    The beautiful colours which emanate from the glow are inspiring.

    All allies within the radiance range gain a bonus to craft and perform checks equal to the glowherd’s illumination bonus.

    Dazzling Radiance

    The brilliance of the light which emanates from the glow hurts your eyes and makes it hard to see.

    All enemies which enter the radiance range must make a fortitude save DC 10 + glowherd’s charisma bonus + illumination bonus or be dazzled for a number of rounds equal to the glowherd’s illumination bonus or until they are no longer within the dazzling radiance, whichever is sooner. Whether or not they make the save, they are then immune to this particular glowherd’s dazzling radiance for 24 hours.

    Decietful Radiance

    The light from the glow is distracting and makes it difficult to concentrate on any tell-tale signs of deceit.

    All allies within the radiance range gain a bonus to bluff and sleight of hand checks equal to the glowherd’s illumination bonus.

    Desert Radiance

    The harsh light of the glow is scorching hot and feels like the desert sun at midday.

    All enemies within the radiance range take a number of points of fire damage equal to the glowherd’s illumination bonus per round.

    Diseased Radiance

    A sickly green light emanates from the glow in a way that is reminiscent of a swamp. It makes you feel ill just looking at it.

    All enemies which enter the radiance range must make a fortitude save DC 10 + glowherd’s charisma bonus + illumination bonus or be sickened for a number of rounds equal to the glowherd’s illumination bonus or until they are no longer within the diseased radiance, whichever is sooner. Whether or not they make the save, they are then immune to this particular glowherd’s diseased radiance for 24 hours.

    Distracting Radiance

    The shimmering light of the glow draws your attention and makes it difficult to concentrate on resisting spells.

    All enemies within the radiance range take a penalty to will saves equal to the glowherd’s illumination bonus.

    Enhanced Radiance

    The light from the glow strengthens armour and perfects aim with its magic.

    All allies within the radiance range gain the benefits of having weapons and armour with an enhancement bonus that is higher by an amount equal to the glowherd’s illumination bonus. This applies even to mundane equipment.

    Fragile Radiance

    The harsh light from the glow makes your body feel weak and vulnerable.

    All enemies within the radiance range take a penalty to fortitude saves equal to the glowherd’s illumination bonus.


    Friendly Radiance

    The light from the glow makes you look kind and approachable.

    All allies within the radiance range gain a bonus to diplomacy checks equal to the glowherd’s illumination bonus.

    Imposing Radiance

    The light from the glow makes you look strong, harsh and dangerous.

    All allies within the radiance range gain a bonus to intimidate checks equal to the glowherd’s illumination bonus.

    Intuitive Radiance

    While in the light from the glow, everything seems clearer and more intuitive.

    All allies within the radiance range gain a bonus to wisdom equal to the glowherd’s illumination bonus.

    Ironhide Radiance

    Your skin toughens under the light from the glow.

    All allies within the radiance range gain damage reduction equal to the glowherd’s illumination bonus.

    Keen Radiance

    Under the light of the glow, it becomes easier to hit the vital areas of your foe.

    All allies within the radiance range gain a bonus to critical threat range equal to the glowherd’s illumination bonus.

    Natural Radiance

    In the light of the glow, you feel at home in the wild and your instincts on how to deal with nature are enhanced.

    All allies within the radiance range gain a bonus to handle animal and survival checks equal to the glowherd’s illumination bonus.

    Peaceful Radiance

    Under the light of the glow, all seems calm and it seems unnecessary to get worked-up about things.

    All allies within the radiance range gain a bonus saves versus emotion based effects equal to the glowherd’s illumination bonus.

    Perceptive Radiance

    The light of the glow seems to draw your attention to details that would otherwise go unnoticed.

    All allies within the radiance range gain a bonus to spot and search checks equal to the glowherd’s illumination bonus.

    Radiance of Clarity

    While in the light of the glow, your mind becomes more determined and stabilises itself against outside influence.

    All allies within the radiance range gain a bonus to will saves equal to the glowherd’s illumination bonus.

    Radiance of Elemental Resistance

    Under the light of the glow, your skin toughens and an energy effect that would normally hurt you, no longer seems to cause you any problems.

    All allies within the radiance range gain resistance to an element, chosen by the glowherd when he activates the radiance, equal to the glowherd’s illumination bonus.

    Radiance of Morale

    You feel brave while under the light of this glow.

    All allies within the radiance range gain a bonus to saves versus fear equal to the glowherd’s illumination bonus.

    Radiance of Motion

    Under the light of this radiance, it feels more natural to climb and swim as if it is like running on the ground.

    All allies within the radiance range gain a bonus to climb and swim checks equal to the glowherd’s illumination bonus.

    Radiance of Pinpoint Aim

    The light from the glow makes it easy to see your target.

    All allies within the radiance range gain a bonus to ranged attack rolls equal to the glowherd’s illumination bonus.

    Radiance of Spell Resistance

    In the light of this glow, you feel protected from enemy magic.

    All allies within the radiance range gain spell resistance equal to 10 plus the glowherd’s illumination bonus.

    Radiance of Splendour

    Under the light of this glow, your confidence grows and you feel like a more impressive individual.

    All allies within the radiance range gain a bonus to charisma equal to the glowherd’s illumination bonus.

    Radiance of Stamina

    Under the light of this glow, you feel fit and healthy.

    All allies within the radiance range gain a bonus to constitution equal to the glowherd’s illumination bonus.

    Reactive Radiance

    The light of this glow makes you feel cautious and you walk with on the balls of your feet, ready to spring out of dangers way.

    All allies within the radiance range gain a bonus to reflex saves equal to the glowherd’s illumination bonus.

    Ready Radiance

    While under the light of this glow, you feel the need to be constantly on the watch for any sudden attack.

    All allies within the radiance range gain a bonus to initiative equal to the glowherd’s illumination bonus.

    Slow Radiance

    While under the light of this glow, you move lethargically and battle to avoid sudden danger.

    All enemies within the radiance range take a penalty to reflex saves equal to the glowherd’s illumination bonus.

    Speedy Radiance

    The light from the glow energizes you and you can move with great speed.

    All allies within the radiance range gain a bonus to movement rate equal to 5 X the glowherd’s illumination bonus.

    Striking Radiance

    The light from this glow makes it easy to swing your weapon accurately.

    All allies within the radiance range gain a bonus to melee attack rolls equal to the glowherd’s illumination bonus.

    Terrifying Radiance

    The light from this glow is eerie and sinister and somehow reminds you of all that you fear.

    All enemies which enter the radiance range must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or become shaken for a number of rounds equal to the glowherd’s illumination bonus or until they are no longer within the terrifying radiance, whichever is sooner. Whether or not they make the save, they are then immune to this particular glowherd’s terrifying radiance for 24 hours.

    Tiring Radiance

    The light from this glow is fatiguing and makes you feel lethargic and incapable of strenuous activity.

    All enemies which enter the radiance range must make a fortitude save DC 10 + glowherd’s charisma bonus + illumination bonus or become fatigued for a number of rounds equal to the glowherd’s illumination bonus or until they are no longer within the tiring radiance, whichever is sooner. Whether or not they make the save, they are then immune to this particular glowherd’s tiring radiance for 24 hours.

    Tough Radiance

    Under the light of the glow, you feel healthy revitalized and resistant to all ailments.

    All allies within the radiance range gain a bonus to fortitude saves equal to the glowherd’s illumination bonus.

    Vicious Radiance

    The light of the glow makes you feel aggressive, hit harder and tear more ferociously with your weapon.

    All allies within the radiance range gain a bonus to damage rolls equal to the glowherd’s illumination bonus.


    Beams:
    Spoiler
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    Binding Beam

    The glow fires a beam of energy that solidifies itself and wraps around the target, constricting it as if it were a rope.

    The target must make a fortitude save DC 10 + glowherd’s charisma bonus + illumination bonus or be considered entangled for a number of rounds equal to the glowherd’s illumination bonus. Whether or not they make the save, they are then immune to this particular glowherd’s binding beam for 24 hours.

    Blinding Beam

    The glow fires off a beam of very bright piercing light, straight at the retinas of the target, overloading them and making them temporarily useless.

    The target must make a fortitude save DC 10 + glowherd’s charisma bonus + illumination bonus or be blinded for a number of rounds equal to the glowherd’s illumination bonus. Whether or not they make the save, they are then immune to this particular glowherd’s blinding beam for 24 hours.

    Burning Beam

    The glow fires a red beam tinged with flames that scorches the target.

    The target takes 1d6 points of fire damage per point of illumination bonus.

    Clumsy Beam

    The glow fires off a beam which stimulates the muscles and joints of the target in unusual ways, leaving the target uncoordinated.

    The target must make a fortitude save DC 10 + glowherd’s charisma bonus + illumination bonus or take a number of points of dexterity damage equal to the glowherd’s illumination bonus. This cannot reduce dexterity to below 1.

    Confusing Beam

    The glow fires off a shifting, pulsing, kaleidoscopic beam which overwhelms the senses and distorts thought processes.

    The target must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or be confused for a number of rounds equal to the glowherd’s illumination bonus. Whether or not they make the save, they are then immune to this particular glowherd’s confusing beam for 24 hours.

    Crude Beam

    The glow fires off a dull, somewhat brown hue of light which makes the target feel less impressive and confident.

    The target must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or take a number of points of charisma damage equal to the glowherd’s illumination bonus. This cannot reduce charisma to below 1.

    Dazing Beam

    The sudden beam of light overloads the target’s senses and causes it to be temporarily incapable of properly responding to its surroundings.

    The target must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or be dazed for a number of rounds equal to the glowherd’s illumination bonus. Whether or not they make the save, they are then immune to this particular glowherd’s dazing beam for 24 hours.

    Diseased Beam

    A sickly green beam hits the target and makes it feel extremely uncomfortable to the point of negatively affecting its digestive system.

    The target must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or be nauseated for a number of rounds equal to the glowherd’s illumination bonus. Whether or not they make the save, they are then immune to this particular glowherd’s nauseating beam for 24 hours.

    Dispelling Beam

    The beam of light strips the target of all enemy magic.

    The glowherd makes a dispel check as if s/he were a spellcaster with a caster level equal to his/her glowherd level, with a bonus equal to his/her illumination bonus.

    Disrupting Beam

    A shiny, pulsing, distracting beam fires from the glow at the target whom now finds it difficult to pay attention to what it was doing.

    The target must make a concentration check DC 10 + glowherd’s charisma bonus + illumination bonus or have the action which they are performing be disrupted as if by an attack.

    Foolish Beam

    The beam of light prevents the target from applying their intuition and common sense.

    The target must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or take a number of points of wisdom damage equal to the glowherd’s illumination bonus. This cannot reduce wisdom to below 1.

    Force Beam

    The glow fires a hardened beam of light at the target.

    The target takes 1d3 points of force damage per point of illumination bonus.

    Fragile Beam

    The beam weakens the targets ability to resist and repair damage to their body.

    The target must make a fortitude save DC 10 + glowherd’s charisma bonus + illumination bonus or take a number of points of constitution damage equal to the glowherd’s illumination bonus. This cannot reduce constitution to below 1.

    Freezing Beam

    A chilly, blue beam covers the target in frost.

    The target takes 1d4 points of cold damage per point of illumination bonus.

    Morph Beam

    A beam fires at the target whom then shrinks and transforms into an unimposing creature.

    The target must make a fortitude save DC 10 + glowherd’s charisma bonus + illumination bonus or be polymorphed into a diminutive creature with a challenge rating of less than ½ for a number of rounds equal to the glowherd’s illumination bonus. Whether or not they make the save, they are then immune to this particular glowherd’s morph beam for 24 hours.

    Paralysing Beam

    The beam prevents the target’s muscles from responding.

    The target must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or be paralysed for a number of rounds equal to the glowherd’s illumination bonus. Whether or not they make the save, they are then immune to this particular glowherd’s paralysing beam for 24 hours.

    Petrifying Beam

    The target solidifies into stone.

    The target must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or be turned to stone for a number of rounds equal to the glowherd’s illumination bonus. Whether or not they make the save, they are then immune to this particular glowherd’s petrifying beam for 24 hours.

    Positive Beam

    A beam of harsh, positive energy fires from the glow at the undead.

    The target undead takes 1d6 points of positive energy damage per point of illumination bonus.

    Ramming Beam

    The beam knocks back the target as if it were solid.

    The target must make a balance check DC 10 + glowherd’s charisma bonus + illumination bonus or be knocked back a number of feet equal to 5 x the glowherd’s illumination bonus. The target also takes damage as if the target fell from that distance.

    Shocking Beam

    The beam appears to be made of sparks or lightning.

    The target takes 1d4 points of electricity damage per point of illumination bonus.

    Shrinking Beam

    When the target is hit by the beam, it begins to shrink.

    The target must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or be reduced as the spell reduce person for a number of rounds equal to the glowherd’s illumination bonus. Whether or not they make the save, they are then immune to this particular glowherd’s shrinking beam for 24 hours.

    Sleepy Beam

    A calming, almost hypnotic beam of light hits the target whom then dozes off.

    The target must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or fall asleep for a number of rounds equal to the glowherd’s illumination bonus. Being attacked will wake them up. Whether or not they make the save, they are then immune to this particular glowherd’s sleepy radiance for 24 hours.

    Stunning Beam

    The target’s eyes widen in shock and they are unable to react.

    The target must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or be stunned. Whether or not they make the save, they are then immune to this particular glowherd’s astonishing radiance for 24 hours.

    Stupid Beam

    A very dull looking beam hits the target whom then finds it extremely hard to think, remember or come up with ideas.

    The target must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or take a number of points of intelligence damage equal to the glowherd’s illumination bonus. This cannot reduce intelligence to below 1.

    Tired Beam

    The beam drains the target’s body of energy, leaving it feeling as though it has been pushed physically beyond its limits.

    The target must make a will save DC 10 + glowherd’s charisma bonus + illumination bonus or be exhausted. Whether or not they make the save, they are then immune to this particular glowherd’s tiring radiance for 24 hours.

    Weak Beam

    The target is left unable to properly exert force with its muscles.

    The target must make a fortitude save DC 10 + glowherd’s charisma bonus + illumination bonus or take a number of points of strength damage equal to the glowherd’s illumination bonus. This cannot reduce strength to below 1.