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Thread: Glowherd (base class, 3.5)

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    Barbarian in the Playground
     
    Griffon

    Join Date
    Oct 2008
    Location
    South Africa
    Gender
    Male

    Default Re: Glowherd (base class, 3.5)

    Epic Glowherd Progression
    {table=head]Glowherd Level|Special

    21st|

    22nd|

    23rd|
    Bonus feat

    24th|

    25th|

    26th|
    Bonus feat

    27th|

    28th|
    Illumination Bonus +5

    29th|
    Bonus feat

    30th|
    [/table]

    Illumination bonus: The glowherd’s illumination bonus increases by 1 every 8 levels after 20th level. S/he does not gain access to more glows, radiances or beams without feats though.

    Bonus feats: The epic glowherd gains a bonus feat (selected from the list of epic glowherd feats) every three levels after 20th.

    Epic Glowherd Bonus Feat List:
    Additional Primary, Beam Focus, Distant Glow, Distant Shot, Empower Beam, Empower Radiance, Epic Illumination, Extra Beam, Extra Glow, Extra Radiance, Familiar Glow, Fast Glow, Illuminated Penetration, Maximise Beam, Multibeam, Quicken Beam, Quick Ignite, Rapid Radiance, Ricochet Beam, Splitbeam, Transdimensional Illumination, Widen Radiance.

    Additional Primary [Epic]
    You have multiple glows which you have invested enough power in to act as your primary glow.
    Prerequisites: Illumination Bonus +4, at least one glow which is not a primary glow
    Benefits: The number of glows treated as your primary glow increases by 1.
    Normal: You may only have one primary glow, or two if you have the additional primary class feature.
    Special: You may take this feat multiple times.

    Beam Focus
    You have practised firing your beams with additional accuracy and power.
    Prerequisites: The ability to fire beams.
    Benefits: You gain a +1 bonus to attack rolls made with beams and a =1 to the DC to resist their effects.
    Special: This feat may be treated as Weapon Focus for the purposes of meeting prerequisites.

    Distant Glow
    You are capable of sending your glows further distances than normal.
    Prerequisites: At least one glow.
    Benefits: Your glows may travel an additional 10 ft. from your position.
    Normal: Glows may only travel up to 5 ft. further than their radiance range.
    Special: You may take this feat multiple times. Its effects stack.

    Empower Beam
    Your beams are more powerful.
    Prerequisites: Illumination Bonus +2, ability to fire beams
    Benefits: The variable effects of your beams are increased by 50%.

    Empower Radiance
    Your radiances are more powerful.
    Prerequisites: Illumination Bonus +2, ability to generate radiances
    Benefits: The effects of your radiances are increased by 50%.

    Epic Illumination [Epic]
    You have learned to manipulate light to create customized, epic effects.
    Prerequisites: Illumination bonus +4
    Benefits: Epic Illumination allows for the development and use of Epic Beams and Epic Radiances. They are created using a similar method to Epic Spells, but have a few differences, which among other things, makes them less flexible.

    To design a custom Epic Beam or Epic Radiance, follow the instructions for creating Epic Spells with the following differences:

    Epic Beams:

    The area must be ray and duration must be treated as though it is five rounds unless the seed already specifies an instantaneous or permanent duration in which case such a duration may be left as is. Epic beams may use the Afflict, Armour, Banish, Destroy, Dispel, Energy, Slay and Transform seeds.

    Epic Radiances:

    Duration must be concentration. Range must be treated as 20ft. radius centred on yourself. Epic radiances may use the Afflict, Armour, Fortify and Ward seeds.

    Both:

    You cannot use backlash damage or additional participants as mitigating factors. They cannot be recorded on stone tablets. The casting time must be one standard action and there can be no somatic or verbal component.

    Once you have designed the Epic beam or radiance, divide the resulting spellcraft DC that it would posses if it were an Epic spell by 10 to gain the “required bonus”. Your illumination bonus must exceed the resulting number in order to develop this Epic beam or radiance. If the glowherd wishes to develop this Epic beam or radiance, they must spend a week plus a number of days equal to the required bonus “researching” the Epic beam or radiance. This research involves meditating before a light source to try and “convince” the light to behave in the manner that the glowherd desires. At the end of this time period, the glowherd must make a charisma check with a bonus equal to his/her illumination bonus and a DC of 15 plus the required bonus. If the glowherd fails, they may continue meditating and make an additional attempt every day with a +1 cumulative circumstance bonus. If they succeed, they have learnt to use the Epic beam or radiance.

    Using Epic Beams and Radiances:

    To use an Epic beam or radiance, the glowherd must be neither fatigued nor exhausted and none of their glows may be quenched. Using an Epic beam is a full-round action which quenches all the glowherd’s glows and leaves him/her fatigued. Using an Epic radiance quenches all but one glow and requires concentration to maintain. When concentration is disrupted, the final glow is quenched and the glowherd is fatigued.

    Note: I would like to thank Realms of Chaos, whose rules on cataclysms as part of his Xenotheurgy project were a large inspiration for these rules.

    Extra Beam
    Flavour text. You know more beams than most of your experience.
    Prerequisites: Ability to fire beams.
    Benefits: You gain an additional beam known.
    Special: You may take this feat multiple times.

    Extra Glow
    Flavour text. You have more glows than most of your experience.
    Prerequisites:At least one glow.
    Benefits: You gain an additional glow.
    Special: You may take this feat multiple times.

    Extra Radiance
    Flavour text. You know more radiances than most of your experience.
    Prerequisites: Ability to generate radiances.
    Benefits: You gain an additional radiance known.
    Special: You may take this feat multiple times.

    Familiar Glow
    Flavour text. Your glows may follow your familiar as they would yourself.
    Prerequisites: A familiar with which you may share spells, at least one glow.
    Benefits: Your may treat your familiar as yourself for the purpose of where your glows may travel and when they may fire beams.

    Fast Glow
    Flavour text. Your glows dart out at high speed.
    Prerequisites: At least one glow.
    Benefits: The movement rate of your glows increases by 10 ft.
    Normal: Your glows move at your own movement rate.
    Special: You may take this feat multiple times. Its effects stack.

    Illuminated Penetration
    Your beams and radiances are more likely to pass through enemy spell resistance.
    Prerequisites: At least one glow
    Benefits: You gain a bonus equal to your illumination bonus on checks to penetrate spell resistance.

    Maximise Beam
    You have enhanced your beams to their maximum potential.
    Prerequisites: Illumination Bonus +3, ability to fire beams
    Benefits: Your beams have all of their variable effects maximised.

    Multibeam [Epic]
    You can fire beams from multiple glows at once.
    Prerequisites: At least two primary glows, ability to fire beams.
    Benefits: You may apply a –2 penalty to your attack rolls to fire a beam from an additional primary glow at the same time as your first. You may increase this penalty by an additional –2 for each additional beam but may not increase the penalty to higher than your base attack bonus.
    Normal: You may only fire one beam from one primary glow at a time.

    Quicken Beam
    You can fire beams at high speed.
    Prerequisites: Illumination Bonus +3, ability to fire beams
    Benefits: You may fire a beam as a swift action.
    Normal: It requires a standard action to fire a beam.

    Quick Ignite
    You can ignite your glows at high speed.
    Prerequisites: Illumination Bonus +3, at least one glow
    Benefits: You may ignite a glow as a swift action.
    Normal: It requires a standard action to ignite a glow.

    Rapid Radiance
    You can change your radiances at high speed..
    Prerequisites: Illumination Bonus +3, ability to emanate radiances
    Benefits: You may change a glow’s radiance as a swift action.
    Normal: It requires a standard action to change a radiance.


    Ricochet Beam [Epic]
    Your beams can bounce from enemy to enemy, affecting them all.
    Prerequisites: Reflect, Illumination bonus +4, ability to fire beams
    Benefits: Every time that your beam hits an enemy, you may apply a cumulative –2 penalty to the attack roll to try hit another. You may not increase the penalty to larger than your attack roll.
    Normal: A beam may only hit one enemy, or two with the reflect class feature.

    Splitbeam
    Your glows can fire two identical beams at different enemies.
    Prerequisites: Illumination Bonus +3, ability to fire beams
    Benefits: Wnhen firing a beam, you may apply a –2 penalty to the attack roll to fire another identical beam at a different enemy.
    Normal: A glow may only fire one beam at a time.

    Transdimensional Illumination
    You have learned to channel the effects of your glows through the ether.
    Prerequisites: Illumination Bonus +2
    Benefits: Your radiances and beams affect ethereal opponents.
    Normal: Your radiances and glows only affect those on the same plane.

    Widen Radiance
    Your radiances are larger than those with similar experiance.
    Prerequisites: Illumination Bonus +3, ability to generate radiances
    Benefits: Your radiance range increases by 10 ft.
    Special: You may take this feat multiple times. Its effects stack.