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    Barbarian in the Playground
     
    Griffon

    Join Date
    Oct 2008
    Location
    South Africa
    Gender
    Male

    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.

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    Griffon

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    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.

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    Griffon

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    Default Re: Glowherd (base class, 3.5)

    Reserved for anything else that's needed.

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    Griffon

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    Default Re: Glowherd (base class, 3.5)

    Reserved for just in case.

    You may now post.

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    Default Re: Glowherd (base class, 3.5)

    As someone who voted for this class, I like it. Very interesting

    I'm sorry I didn't do any PEACHing but I still don't think I really know anything.

    So, purely from a newbies perspective, the class is very original. The only problem I saw with it is that many of the Radiances and Beams seem almost common-or-garden as it were. e.g. A lot of them just apply yet another status condition without linking them to the class in flavour. They don't really represent new tactical options just ways that the Glowherd can do already established stuff.
    This is in no way to detract from how good I think this class is

    (btw, could bold the names of the radiances and beams in the list as it is kinda hard to read at the moment).

    Merlin
    You gotta' let me know, are we human,
    Or are we dancers?
    My signs are vital, my hands are cold,
    And I'm on my knees, begging for the answer,
    Are we human, or are we dancers?

    - Human, The Killers


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    Griffon

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    Default Re: Glowherd (base class, 3.5)

    Quote Originally Posted by merlin View Post
    As someone who voted for this class, I like it. Very interesting
    Thank you.

    I'm sorry I didn't do any PEACHing but I still don't think I really know anything.
    I understand. I usually feel similarly, but I could do with pretty much any help.

    [/QUOTE]The only problem I saw with it is that many of the Radiances and Beams seem almost common-or-garden as it were. e.g. A lot of them just apply yet another status condition without linking them to the class in flavour. They don't really represent new tactical options just ways that the Glowherd can do already established stuff.[QUOTE]

    Ah, yes. I see your point. At the time, I was mainly worried about mechanics rather than fluff. I'll try to add fluff for them soon. As for genericness, well yes, they were pretty much based on existing spells and didn't do anything particularly unusual by themselves. This was because I was worried about balance, especially when it comes to synergy. I also wanted to get the class itself right before worrying about new and interesting radiances and beams. However, I'm eager for suggestions for new ones now that the competition has ended.

    This is in no way to detract from how good I think this class is
    Again. Thank you.

    (btw, could bold the names of the radiances and beams in the list as it is kinda hard to read at the moment).

    Merlin
    Sure. I'll get to that.

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    DwarfBarbarianGuy

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    Default Re: Glowherd (base class, 3.5)

    Favorable lighting could make for some fun moments in role-playing. Also, from a flavor perspective this class is pretty crazy-awesome: Armored Radiance. 'Nuff said. Final note: Stupid Beam has to be one of the funnier ability names I've seen in a while

    Anyhow, time to nitpick:
    Opportunity attacks are provoked, not provided.
    At the beginning of an ability description you should mention the level at which it is gained.
    Remember, Towel Day is May 25th!
    "X is a trope" is not a valid argument, nor is it evidence.

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    If the above post was written any time between 4AM and noon Mountain Time (10:00-20:00 GMT), it was probably written while I ought to have been sleeping. So, sorry. Unless an apology isn't necessary and whatever I wrote was awesome. In that case, you're welcome.

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    Griffon

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    Default Re: Glowherd (base class, 3.5)

    Quote Originally Posted by Jack of Spades View Post
    Favorable lighting could make for some fun moments in role-playing. Also, from a flavor perspective this class is pretty crazy-awesome: Armored Radiance. 'Nuff said. Final note: Stupid Beam has to be one of the funnier ability names I've seen in a while
    I hope that that is approval.

    Anyhow, time to nitpick:
    Opportunity attacks are provoked, not provided.
    Um...I don't see where I made that error. I tried find but the only times thatI used the word "provided" wasn't in refference to attacks of oppertunity.

    At the beginning of an ability description you should mention the level at which it is gained.
    Fixed.

    I'll fluff up the beams and radiances as well, but it will take me a bit longer and shouldn't effect PEACHing much.

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    DwarfBarbarianGuy

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    Default Re: Glowherd (base class, 3.5)

    Yes, that whole first paragraph was approval. This is a pretty awesome concept for a class

    Quote Originally Posted by Sereg View Post
    As a full-round action which provides 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.
    Nitpicked
    Remember, Towel Day is May 25th!
    "X is a trope" is not a valid argument, nor is it evidence.

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    If the above post was written any time between 4AM and noon Mountain Time (10:00-20:00 GMT), it was probably written while I ought to have been sleeping. So, sorry. Unless an apology isn't necessary and whatever I wrote was awesome. In that case, you're welcome.

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    DracoDei's Avatar

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    Default Re: Glowherd (base class, 3.5)

    As I tried to read through this class I couldn't find the radius of the glows actually defined in terms of feet or square anywhere. I had to look a second time to see the key phrase "as a torch"... also is the radius considered the "good light" (almost certainly the wrong term...) or the "dim illumination" radius?
    Last edited by DracoDei; 2010-05-28 at 03:35 PM.
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    Griffon

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    Default Re: Glowherd (base class, 3.5)

    @Jack of Spades: Thanks for the compliment and for pointing out the error. I don't know how I missed that.

    Quote Originally Posted by DracoDei View Post
    As I tried to read through this class I couldn't find the radius of the glows actually defined in terms of feet or square anywhere. I had to look a second time to see the key phrase "as a torch"... also is the radius considered the "good light" (almost certainly the wrong term...) or the "dim illumination" radius?
    Actually, the "as a torch" part only refers to the mundane benefits of the light. The radiance range (which gives the area effected by the raiance produced by the glows) is listed in the table as it increases. However, I can list it somewhere else as well for clarification if you think that that would be better. Perhaps under the text for radiances?

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    Default Re: Glowherd (base class, 3.5)

    Since jumping isn't limited by height any-way in 3.5, that makes Brawny Radiance strictly superior to Bounding Radiance except in the very rare cases that you need to super-charge something that uses its Dex for Jump.
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    Griffon

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    Default Re: Glowherd (base class, 3.5)

    Quote Originally Posted by DracoDei View Post
    Since jumping isn't limited by height any-way in 3.5, that makes Brawny Radiance strictly superior to Bounding Radiance except in the very rare cases that you need to super-charge something that uses its Dex for Jump.
    Oh. Sorry. I thought that it was like back in 3.0. Anyway, as Brawny Radiance gives a bonus to strength score rather than strength modifier, it will still give only half the benefit of Bounding Radiance for the purpose of making jump checks. Of course, if you had at least two glows, you could use both simultaneously. However, if you think that Bounding Radiance is too weak, I could have it give double it's current bonus or something.

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    Griffon

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    Default Re: Glowherd (base class, 3.5)

    Allright, bumping to let you know that I've written a line or two of fluff for the radiances, which took longer than expected. However, I promised and have done so and will put up beam fluff soon.

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    Griffon

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    Default Re: Glowherd (base class, 3.5)

    And now I've done the same with the beams.

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    Griffon

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    Default Re: Glowherd (base class, 3.5)

    Alright. Bumping to let everyone know that the epic progression and feats are mostly done. Really unsure about some prerequisites and other balance issues though. (Epic Illumination will be along once I've finished it, but it'll be complicated)

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    Griffon

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    Default Re: Glowherd (base class, 3.5)

    As promised, Epic Illumination is up. It should hopefully at least be less ridiculous than Epic spellcasting. I could still use some feedback and/or suggestions though.

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    Default Re: Glowherd (base class, 3.5)

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

    What radiances would this apply to?
    Quote Originally Posted by Thelonius View Post
    Well, strangely enough a faction with Reputation 0 and history of past betrayals proved itself to be rather untrustworthy. My hat is off for the Mothriders.

    Damn, about 29 stats in one swipe. Since I'm clearly the next I'm booby-trapping every inch of the Maze.

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    Griffon

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    Default Re: Glowherd (base class, 3.5)

    Quote Originally Posted by nolispe View Post
    Maximise Radiance
    You have enhanced your radiances to their maximum potential.
    Prerequisites: Illumination Bonus +3, ability to emanate radiances
    Benefits: Your radiances have all of their variable effects maximised.

    What radiances would this apply to?
    Silly me! You're right, that wouldn't do anything at all! I just got caught up in designing feats that I forget that radiances aren't variable (though my earliest version had some of them variable). I'll get rid of this and modify Empower Radiance appropriately.

    Any thoughts otherwise?

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    Default Re: Glowherd (base class, 3.5)

    Just strikes me, but the radiances and beams seem to be massivily different in power from each other. See, in the beam section, you have various save or sucks and "Deal 1d4 cold damage per illumination bonus" which is like 4d4 at the end. So, petrifiy one opponent for four rounds on a failed save, or deal absalutely pathetic damage?
    Quote Originally Posted by Thelonius View Post
    Well, strangely enough a faction with Reputation 0 and history of past betrayals proved itself to be rather untrustworthy. My hat is off for the Mothriders.

    Damn, about 29 stats in one swipe. Since I'm clearly the next I'm booby-trapping every inch of the Maze.

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    Griffon

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    Default Re: Glowherd (base class, 3.5)

    Quote Originally Posted by nolispe View Post
    Just strikes me, but the radiances and beams seem to be massivily different in power from each other. See, in the beam section, you have various save or sucks and "Deal 1d4 cold damage per illumination bonus" which is like 4d4 at the end. So, petrifiy one opponent for four rounds on a failed save, or deal absalutely pathetic damage?
    Now this is the kind of critique I need! Thanks! I was worried about that kind of thing. That's why I said that I was considering restricting some to higher level glowherds. Do you think that I should do that or try to balance them better? If the latter, I'd probably need help deciding which should be powered up, which should be nerfed and which are ok.

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