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- May 2010
Tome of Radiance: Mastering the Power of Love and JusticeOriginally Posted by Other Tome of Radiance SourcesTome of Radiance
The Magical Girl, Reborn
Always, somewhere, someone is fighting for you.
As long as you remember her,
you are not alone.
So what's this?
A year ago - to the day, in fact - I posted the Magical Girl Base Class. It was my first bit of homebrew, and I will readily admit, calling it 'poorly planned' would probably be the kindest way to describe the poor thing. Its mechanics were all over the place, it was woefully underdeveloped, riddled with errors and typos and it generally didn't have much going for it other than a groundwork of fluff.
But as it turns out, that fluff was enough to attract the enthusiasm of people much better at this than I am. I've touched up the magical girl, tweaked her, given her makeup and a dress and shoved her out on stage to perform, and she did a pretty good job of it! But no matter how much content I added, and how many contributions were made by wonderful threadgoers, the Magical Girl was ultimately still hampered by the shoddy mechanics that operated at her very core. The patches and touchups hit it well, but the truth is that she was buried underneath an enormous pile of fixes, alternate features, special exceptions and outright contradictory combinations. I'd get headaches trying to figure out how to let this class feature combo with that one, in hopes of getting this or that character design to work.
So I ultimately decided, with a year of homebrewing under my belt (and some people to actually proofread my work), that I'd go back to the very foundation of the class. Drop the quarrelsome archetypes and confusing workarounds, and try a system that would actually pull off what I'd been struggling to allow.
Somewhere along the line, that stopped meaning one class, and started meaning several. So here they are. I don't pretend this is done - there's a lot left to do by any measure, and with such a vast pool of source material, I'm not really sure I could 'finish' this project with all the time in the world.
But incomplete as it is, I hope somebody enjoys this endeavor.
The Wielders of Light
Light is everywhere. It springs from the candle at a child's bedside, warding off the monsters in the dark. It shines from the sun, high in the sky, bringing life and warmth to all the lands of the world. It hangs in the endless void between stars, bearing witness to the awesome splendor of the universe. It lingers in the Astral expanses between worlds. But more than anywhere else - more than in the brightest lamp, or fiercest fire - Light shines in the hearts and souls of mortals.
Not all of them can feel it. Most truly experience the surging of light a handful of times in their life. But for some, the light is a calling. It is a purpose, ingrained into their very nature - to live and breathe as the beacons to hold fast to the light in an often dark and terrible world.
The children of light fight for a bright new day. A morning that shines in innocence, where love and laughter drown out the wicked dark. Their hope burns strong and swift, though older and wiser heads will gently rebuke such fanciful dreams. For even the sternest admonition must falter before wide and innocent eyes.
After all... what wonders might be wrought if they are right?
Last edited by Selinia; 2014-04-05 at 03:12 PM.
- Join Date
- May 2010
Re: Tome of Radiance: Mastering the Power of Love and JusticeChampion
"Miracles happen! We can make them, with our own hands! Just look at me - what more proof do you need?"
-Sayaka, a Champion
Each individual has things they treasure. People or places or things they wish to protect. For some, the power of light is simply a tool to stand up and fight the battles they had always wished they were strong enough to fight. For others, the realization comes more gradually, a slow revelation of the precious world they have been charged with protecting. Regardless of how or when they understand their role, these are the champions of the light.
Such individuals often do not understand the power their wield. They know that they are stronger, and faster, and that when they call for aid they are answered by a mighty torrent of illumination, but they ultimately do not care. Their power is their own, and how they use it is all that concerns them. They are the guardians of light, its stalwart wardens, and its vanguard against the darkness of the world. With unshakable courage and boundless hope, champions forge a bright new sunrise with every ounce of sweat and tears they have to offer.
Making a Champion:
SpoilerAbilities: A champion harnesses the power of the light through burning passion and force of personality, and Charisma is arguably their most important ability. It determines the save DCs of her illuminations, as well as the effects of many of her cartridge-based abilities. However, a champion's bond with the light inside her grants her a martial prowess to rival trained warriors - a melee-oriented champion would do well to focus on Strength, while one favored a ranged device will likely find Dexterity more useful.
Role: A champion is, as with all evokers, a flexible and powerful combatant. More so than any of her peers, a champion's radiance imbues her with the strength and will to do battle with blade and bow, but it is ultimately her martial skill and luminous magic working in harmony that give the champion her power. While she will never match more focused classes for raw power, champions know full well that the most fleeting of effects, used well, can shift the tide of battle.
Races: Members of any race can rise to the role of champion, but they most commonly hail from those known for their short lifespans. None can say for certain why - perhaps their brief lives are simply more prone to the wild and passionate flares that give birth to a champion's brand of radiance.
Alignment: Without innocence: without goodness and purity beyond what many would consider possible, the light of a champion cannot be kindled. As such, freshly awakened champions are invariably good, their alignment an intrinsic part of their essence. However, those who devote their lives to fighting darkness, no matter their purity, cannot always resist being touched by it. Fallen champions are thankfully comparatively rare, but they can prove terrifying foes. Love warped to megalomania, and justice to bloodthirst, lose none of their radiant power - and the sweet whispers of a fallen champion can corrupt others with an efficiency devils would envy.
Starting Gold: As bard
Starting Age: Most champions come into their power early, perhaps out of the innocence of childhood. When rolling for age, roll as a Bard - but subtract the total from adult age rather than adding it (to a minimum of half an adult’s age). If rules are in place that would reduce the statistics of child characters, the champion is exempt from them.
Class Skill List: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge [Local] (Int), Perform (Cha), Sense Motive (Wis), Swim (Str), Tumble (Dex), Use Magical Device (Cha)
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Hit Dice: d10
Level Base Attack Bonus Fort Save Ref Save Will Save Special Illuminations Known Imbuements 1st +1 +0 +2 +2 Radiant Armaments, Merciful 4 1 2nd +2 +0 +3 +3 Limit Boost (3 charges), Power of Friendship 4 1 3rd +3 +1 +3 +3 Cartridges (1) 5 1 4th +4 +1 +4 +4 Limit Boost (4 charges) 5 1 5th +5 +1 +4 +4 Cartridges (2) 6 2 6th +6/+1 +2 +5 +5 Force of Personality, Limit Boost (5 charges) 6 2 7th +7/+2 +2 +5 +5 7 2 8th +8/+3 +2 +6 +6 Limit Boost (6 charges) 7 2 9th +9/+4 +3 +6 +6 8 3 10th +10/+5 +3 +7 +7 The Meaning of Courage, Cartridges (3), Limit Boost (7 charges) 8 3 11th +11/+6/+1 +3 +7 +7 9 3 12th +12/+7/+2 +4 +8 +8 Limit Boost (8 charges) 9 3 13th +13/+8/+3 +4 +8 +8 10 4 14th +14/+9/+4 +4 +9 +9 Limit Boost (9 charges), Mettle 10 4 15th +15/+10/+5 +5 +9 +9 Cartridges (4) 11 4 16th +16/+11/+6/+1 +5 +10 +10 Limit Boost (10 charges) 11 4 17th +17/+12/+7/+2 +5 +10 +10 12 5 18th +18/+13/+8/+3 +6 +11 +11 Font of Life, Limit Boost (11 charges) 12 5 19th +19/+14/+9/+4 +6 +11 +11 13 5 20th +20/+15/+10/+5 +6 +12 +12 Cartridges (5), Limit Boost (12 charges), Sunlight Apotheosis 13 5
Weapon and Armor Proficiency: A champion is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (but not tower shields).
Illuminations (Su): Infused as they are with the power of light, a champion is capable of crafting and calling upon powerful manifestations of radiant energy known as Illuminations. A champion knows a fixed number of illuminations, and may change any number of her known illuminations freely each time she gains a level in this class. A champion's illuminations are a fundamental element of her being, and she may evoke any illumination she knows without need for preparation of any sort. A champion’s Evoker Attribute is Charisma.
Illuminations are explained more completely in their own section.
Radiant Armaments (Su): Upon awakening to the radiance within her soul, a champion establishes a bond with a particular weapon and suit of armor – respectively referred to as her Device and her Costume. How a champion finds the armaments that are hers by right varies widely; she may stumble upon them in a dream, only to awake clutching them in hand, or she might find them in the crater left behind by a falling star, but they always appear within a week of attaining her first level in this class. As she advances in level, the champion may imbue her armaments with an ever greater number of powerful modifications, as indicated above.
Radiant Armaments and Imbuements are described more completely in their own section.
Merciful (Ex): Whenever a champion deals damage with an attack or an Illumination, she may choose to deal non-lethal damage instead with no penalty to attack or damage rolls.
The Power of Friendship (Ex): A champion is capable of swaying the alignment of captured foes, as described in the Power of Friendship section below.
Additionally, a champion may hasten the conversion process through the brutal honesty that lies in the language of battle. A champion may challenge a captive to fair and single combat in place of a session of conversation. This combat may follow any rules the champion dictates, but it must be reasonably fair, and the captive must be fully willing - no benefit is gleaned from simply shoving a helpless captive into an arena and beating her senseless. Should the champion emerge victorious from the duel, she immediately gains 5 successes towards that captive's total, and reduces the DC of all future redemption checks with them by 3. Win or lose, a champion can only duel a given captive once.
Cartridges (Su): While all evokers wield weapons and armor of light, champions possess a bond far stronger than most. Beginning at 3rd level, by storing quantities of condensed power within some physical receptacle, a champion can create a potent trinket known as a Cartridge. Despite the name, these can take any form imaginable, from metal-cased shells to glimmering gemstones to carefully-scribed prayer strips.
A champion may load a cartridge into her device and activate it as a single free action that can only be taken on her turn. A champion can create cartridges with a small, personalized ritual lasting at least five minutes. If she wishes, she may create cartridges in the same ritual in which she readies her illuminations. A champion may initially carry only one cartridge at a time: at fifth level, and every five levels thereafter, she may carry an additional cartridge. There is no limit to the number of cartridges a champion can create in a day, but any cartridge that leaves its creator's possession fades back into nothingness in one round. It is impossible for one champion to use the cartridges of another.
A champion may not expend more than one cartridge in a single turn. When a cartridge is expended, the champion selects one of her active imbuements, with the outcome of the cartridge expenditure varying based on the effect it is being used to fuel. If she wishes, the champion may instead forgo activating any of her cartridge effects to instead cause all her imbuements to yield benefits as if they were charged with the maximum number of motes until the end of her next turn. A more complete explanation of various cartridge effects may be found below, in the section devoted to Radiant Armaments. A champion may prematurely end a cartridge effect as a free action.
Limit Boost (Su): At 2nd level, the champion's growing mastery of her radiant power allows her to more efficiently harness the surging energy that empowers her signature armaments. The champion's armaments gain 3 charges of radiant power, which may be restored with a personalized ritual requiring five minutes of concentration. By expending one of these charges, which requires a free action that may only be taken on the champion's turn, she may empower one of her active imbuements with a surge of pure energy. The associated armament effect is charged with pure radiant energy until the end of the champion's next turn, yielding benefits as if it was charged with a number of motes equal to the champion's class level (unless it is already imbued with a greater number of motes).
At 4th level, and every even-numbered level therafter, the champion's radiant armaments may store an additional charge.
Force of Personality (Su): Beginning at 6th level, a champion’s body is fundamentally fused with radiant energy, blurring the lines between spirit and flesh. The champion may add her Charisma modifier to any of her Strength, Constitution, or Dexterity checks, checks with skills based in Strength, Constitution, or Dexterity, and her effective Strength score for the purpose of determining carrying capacity. Additionally, she may use her Charisma modifier in place of her Constitution modifier to determine her hit points and bonus to fortitude saving throws.
The Meaning of Courage (Ex): Beginning at 10th level, whenever a champion is subject to a fear effect, she draws from her reserves of courage and faces it. A shaken champion negates the penalties and actually gains a +2 bonus on attack rolls, saving throws, skill checks and ability checks against the source of fear; a frightened champion furthermore ignores the compulsion to run away and ignores difficult terrain and other natural impediments when drawing near the enemy; a panicked champion gains a +2 bonus to Armor Class. Penalties to attack rolls, saving throws, skill checks and ability checks still apply on the champion for any creature of object that is not the source of fear. If the champion manages to defeat or destroy the source of fear, she is healed from the condition.
Additionally, if the champion is compelled to make an attack against her allies for any reason, such as the the influence of mind-affecting magic, she may force that attack to automatically miss, regardless of roll. If she is suffering from the effects of a spell or ability which allowed for a save, she may make another saving throw against the original DC of that ability, ending the effect prematurely should her new saving throw succeed. For the purposes of this ability, a champion may recognize her allies regardless of what other effects might be influencing her perception, even up to the total obliteration of her memories.
Mettle (Ex): Beginning at 14th level, if a champion makes a successful Will or Fortitude save that would normally reduce the save’s effect, she suffers no effect from the spell at all. Only those spells with a saving throw entry of “partial” or “half” are affected by this ability, and only for purposes of Will and/or Fortitude saves with these descriptors.
Font of Life (Ex): At 18th level, a champion lives and breathes luminous energy – it floods her veins, and keeps her standing when anyone else would have been felled by their wounds. She is never considered disabled or staggered, even if she has less than 0 hit points or her nonlethal damage exceeds her current hit point total, and gains a bonus equal to her Charisma modifier on saving throws against death effects.
Furthermore, she may continue to fight even if she has less than -10 hit points, but only to an amount of negative hit points equal to 10 plus her character level plus her Charisma score (not her charisma modifier). Instant death effects and attacks that destroy the body still affect the champion if successful. Lastly, should a champion be slain despite all her protections, she may continue to act normally until the end of her next turn. At that point she will perish at last - no amount of healing or curative effects may prevent this.
Sunlight Apotheosis (Su): The barrier between the champion and the radiant power she channels has all but dissolved. She is likely a very different person from the one who first set foot on her long adventure, but her blazing spirit has preserved against all odds in the darkness of the world, beaming forth with a fury that angels and demons might envy. At 20th level, a champion forevermore becomes a Native Outsider with one alignment subtype of her choice, with all the traits that implies. Further, she can no longer be aged by any means mundane or magical, and will never die of old age.
Additionally, the champion may craft a single, special illumination, binding it to the unfathomable wellspring of radiance that she has become. This illumination calculates the effect of its Foundation component as if it possessed a mote cost of [the champion's evoker level * 1.5], rounding down. The champion may evoke this illumination once per encounter, and invariably pays 20m for it, regardless of its actual cost. The champion may alter or replace this illumination whenever she gains a permanent evoker level.
Last edited by Selinia; 2014-04-26 at 01:27 PM.
- Join Date
- May 2010
Re: Tome of Radiance: Mastering the Power of Love and JusticeStargazer
"Such beauty and wonder! Truly, I have never seen its like. If we could harness even the tiniest measure of the power in that distant sea of stars, the world would know no reason for darkness."
-Precia, a Stargazer
Mortals have always looked to the stars. They have sung songs in their honor, painted great masterpieces in a vain attempt to capture the beauty of the heavens above. It has been said that even angels, when seeking beauty not to be found in their eternal gardens, have gazed upwards in reverence at the most ancient of lights and whispered their praises. All beings look to the stars... and yet, so very few truly see them.
The light of the stars is faint. It may be drowned by the sun, by the moon - even the torches of mortals can hide them from view. Most who hear their song ignore it, if they notice it at all. But some seek it out. The task of these few is not an easy one - to extract from the vast emptiness the notes of a song older and more complex than any mortal mind could fathom. A song of beauty and ugliness both, and of the battles fought by the purest radiance the cosmos has ever known. Calling upon hidden secrets imparted by the very constellations above, stargazers shine as stars reborn in flesh, and with patience and foresight, they shall chart the path to an era bathed in light.
Making a Stargazer:
SpoilerAbilities: A stargazer's power is ancient and complex, kindling their inner light through rites engraved in the stars themselves. Thus, a high Intelligence will allow them to most effectively wield the Illuminations that form the bulk of their power. A good Dexterity score will also likely be important to a stargazer hoping to make frequent use of Blasts, and complements the lighter costumes most stargazers favor. As with any class possessed of a low HD, Constitution can prove useful to any stargazer expecting to spend time near the front line of battle.
Role: A stargazer lacks the raw power of a true caster, but she more than makes up for it with her flexibility and versatility. Capable of empowering an ally with one hand even as she blasts a foe into oblivion with the other, a well-prepared stargazer can provide aid in nearly any sort of battle imaginable.
Races: Members of any race can take up the mantle of a stargazer, but they are most common among races and cultures with strong traditions of formal learning. The call of starlight is a faint one, and it is easily missed - those who have heard and ignored it simply because they did not know how to seek it out are without number.
Alignment: Many hear the faint calling of the starlit path, but those that choose to walk it are rarely non-good in alignment. To an evil creature, the light - if they notice its presence at all - is a sickly, wretched noise at best, to be avoided rather than pursued. However, neutral and evil evokers do exist - some such beings have fallen from their once-lofty morals, while others walked a shadowed path from the very beginning, resisting every effort to be drawn into the light they have learned to wield.
Starting Gold: As wizard
Starting Age: Most stargazers come into their power early, perhaps out of the innocence of childhood. When rolling for age, roll as a Bard - but subtract the total from adult age rather than adding it (to a minimum of half an adult’s age). If rules are in place that would reduce the statistics of child characters, the stargazer is exempt from them.
Class Skill List: Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge [All skills, taken separately] (Int), Listen (Wis), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha)
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
Hit Dice: d6
Level Base Attack Bonus Fort Save Ref Save Will Save Special Illuminations Known Illuminations Readied Imbuements 1st +0 +0 +0 +2 Radiant Armaments, Merciful, Complex Formula (1, +1) 6 4 1 2nd +1 +0 +0 +3 Astral Celerity, Power of Friendship 7 4 1 3rd +1 +1 +1 +3 Luminous Reservoir (6m) 8 5 1 4th +2 +1 +1 +4 Complex Formula (1, +2) 9 5 1 5th +2 +1 +1 +4 Luminous Reservoir (9m) 10 6 1 6th +3 +2 +2 +5 Shining Schemata 11 6 1 7th +3 +2 +2 +5 Luminous Reservoir (12m) 12 7 1 8th +4 +2 +2 +6 Complex Formula (2, +3) 13 7 2 9th +4 +3 +3 +6 Luminous Reservoir (15m) 14 8 2 10th +5 +3 +3 +7 Sagicity 15 8 2 11th +5 +3 +3 +7 Luminous Reservoir (18m) 16 9 2 12th +6/+1 +4 +4 +8 Complex Formula (2, +4) 17 9 2 13th +6/+1 +4 +4 +8 Luminous Reservoir (21m) 18 10 2 14th +7/+2 +4 +4 +9 Grace of Aeons 19 10 2 15th +7/+2 +5 +5 +9 Luminous Reservoir (24m) 20 11 2 16th +8/+3 +5 +5 +10 Complex Formula (3, +5) 21 11 3 17th +8/+3 +5 +5 +10 Luminous Reservoir (27m) 22 12 3 18th +9/+4 +6 +6 +11 23 12 3 19th +9/+4 +6 +6 +11 Luminous Reservoir (24m) 24 13 3 20th +10/+5 +6 +6 +12 Complex Formula (3, +6), Starlight Apotheosis 25 13 3
Weapon and Armor Proficiency: Stargazers are proficient with all simple weapons, and with light armor.
Illuminations: Infused as they are with the power of light, a stargazer is capable of crafting and calling upon powerful manifestations of radiant energy known as Illuminations. A stargazer knows a fixed number of illuminations, and may change any number of her known illuminations freely each time she gains a level in this class. To use her known illuminations, a stargazer must first prepare them – preparing illuminations is a simple process requiring five minutes of introspection, weapons drills, or some other mentally relaxing activity. Once her preparation is complete, the stargazer may choose a number of her known illuminations to ready. Readied illuminations remain readied until the stargazer prepares new ones.
Illuminations are explained more completely in their own section.
Radiant Armaments (Su): Upon awakening to the radiance within her soul, a stargazer establishes a bond with a particular weapon and suit of armor. How a stargazer finds the armaments that are hers by right varies widely; she may stumble upon them in a dream, only to awake clutching them in hand, or she might find them in the crater left behind by a falling star, but they always appear within a week of attaining her first level in this class. As she advances in level, the stargazer may imbue her armaments with an ever greater number of powerful modifications, as indicated above.
Radiant Armaments and Imbuements are described more completely in their own section.
Merciful (Ex): Whenever a stargazer deals damage with an attack or an Illumination, she may choose to deal non-lethal damage instead with no penalty to attack or damage rolls.
Complex Formula (Su): A stargazer understands the workings of her power in ways other evokers could only dream of, coaxing their inner light into incredible displays of power. At 1st level, the stargazer may craft a single illumination as a complex formula, independent of her normal illuminations known. When evoking this illumination, the stargazer gains an effective +1 increase to evoker level for all purposes, and the illumination may be crafted using this increased evoker level for the purpose of determining mote limits. Any mote cost above the stargazer’s unmodified evoker level is paid for by this ability – she receives the full effect of the illumination, but will never pay a number of motes greater than her unmodified evoker level. If a complex formula is used to create a Companion illumination, that companion will automatically dismiss itself at the end of the stargazer's next turn. A stargazer may use her complex formula once per encounter. If a stargazer wishes, rather than evoking one of her complex formulas, she may expend one use of her complex formula to evoke any illumination she knows, even if it is not readied.
At 4th level, and every four levels thereafter, the stargazer may use her complex formula an additional time per encounter, and the effective increase to evoker level increases by +1. At 8th level, and again at 16th level, the stargazer may learn an additional complex formula. All of a stargazer's complex formulae are considered readied at all times, and do not count against her normal limit of illuminations known or readied, but the encounter usage limits are shared between all of them. A stargazer may alter or replace any of her known complex formulae freely whenever she gains a permanent evoker level.
Astral Celerity (Su): As she adapts to take in the distant starlight so closely tied to her power, a stargazer’s awareness of minor disturbances in her environment grows to be heightened by this spiritual alertness. At 2nd level and onwards, the stargazer may add her Intelligence modifier as a bonus to initiative checks, up to a maximum bonus of her class level.
The Power of Friendship (Ex): A stargazer is capable of swaying the alignment of captured foes, as described in the Power of Friendship section below.
In addition, a stargazer is remarkably skilled at couching her arguments in rationality and healthy common sense. Appealing to head as much as heart, a stargazer may use her Intelligence score, rather than her Charisma score, when making redemption checks. And while such arguments may at times fall of deaf ears, they do not cease to be true with repetition – a stargazer may ignore any increase in DC that would result from the Jaded penalty.
Luminous Reservoir (Su): Most evokers are limited to shaping the surging light within them as they would untamable river, unable to meaningfully control it beyond the fleeting instant in which it passes through them. stargazers, however, develop the talent of quieting their inner fire, gathering portions of radiant energy for carefully-planned later use. At 3rd level, a stargazer gains a reservoir of bonus motes at the beginning of each encounter. These motes may not be invested in costume elements or feats, and do not refresh with her mote pool, but they otherwise may be spent exactly as normal motes. Whenever a stargazer spends motes, she may choose to draw them from her regular mote pool, her luminous reservoir, or any combination of the two she wishes. At 5th level, and every odd-numbered level thereafter, the number of motes in this reservoir expands by three.
Shining Schemata (Su): At 6th level, a stargazer’s understanding of her radiant power reaches a point where she can use it as fuel for the magic of others. Carefully channeling raw energy into frameworks devised by more traditional academics, a stargazer may use this power to craft magical items, even if she does not know the spells required to make an item (although she must know the appropriate item creation feat). The stargazer can substitute a Use Magic Device check (DC 15 + spell level) in place of a required spell she doesn’t know or can’t cast.
If the check succeeds, the stargazer can create the item as if she had cast the required spell. If it fails, she cannot complete the item. She does not expend the XP or gp costs for making the item; her progress is simply arrested. She cannot retry this Use Magic Device check for that spell until she gains a new level. For the purpose of qualifying for item creation feats, and for all purposes involved in the item creation process, treat the evoker as having a caster level equal to her evoker level.
Additionally, the stargazer may henceforth use either her Intelligence modifier or her Charisma modifier on Use Magic Device checks, and she gains Scribe Scroll as a bonus feat.
Sagacity (Ex): Beginning at 10th level, a stargazer’s graceful intellectualism and breadth of study grants her words a weight that cannot be accounted for with mere force of personality. When attempting to persuade a creature or sway its opinions, the stargazer may use a relevant Knowledge check in place of a Bluff of Diplomacy check. For example, a stargazer masquerading as a priest might use Knowledge (Religion) to fool ‘fellow’ devotees, or dissuade a king from declaring war by calling upon Knowledge (History). Applicability of a knowledge skill for use with this ability is ultimately a matter of DM discretion, but lenience is encouraged.
Grace of Aeons (Su): Radiance is the sword of the stargazer, and it is her shield. Its power infuses her, and the lesser ills of the world find little purchase in her gleaming essence. Beginning at 14th level, a stargazer adds her Intelligence modifier as a bonus to all saving throws.
Starlight Apotheosis (Ex): The barrier between the stargazer and the radiant power she channels has all but dissolved. She is likely a very different person from the one who first set foot on her long adventure, but her blazing spirit has preserved against all odds in the darkness of the world, beaming forth with a fury that angels and demons might envy. At 20th level, a stargazer forevermore becomes a Native Outsider with one alignment subtype of her choice and an Augmented subtype pertaining to her previous type, with all the traits that implies. Further, she can no longer be aged by any means mundane or magical, and will never die of old age.
Additionally, the stargazer’s powers have grown so precise, and so pure, that the cosmos truly cannot differentiate her radiance from its own, and her mastery over the lights around her is without reproach. With naught but the glimmer of a lantern, she can craft lights to rival the stars above. So long as there is a light source within 60’ of the stargazer, her illuminations and any supernatural abilities granted by this class cannot be suppressed by an anti-magic field or similar effect, regardless of its strength or origin.
Last edited by Selinia; 2014-05-06 at 02:06 AM.
- Join Date
- May 2010
Re: Tome of Radiance: Mastering the Power of Love and JusticeEmpath
"I can be anyone...except me."
-Mira, an Empath
Mortals yearn for light - they have huddled around crude fires since the dawn of time. They build lights to the heavens, and chase away darkness with a thousand clever inventions. And yet, if you locked a mortal in the darkest of rooms, stole the sun and stars from the sky, and drowned every candle and torch in liquid night... light would remain.
An empath does not kindle some grand beacon within herself, or shout out for the lights of the world to awaken at her command. An empath simply opens her eyes. She looks within her fellow mortals and sees a sea of embers - a thousand-thousand candles, impossibly faint, which together illuminate the world below with a brilliance no celestial body could hope to match. The light of an empath is the light of mortals: from their victory fires to funeral pyres. From the darkest embers of rage, to the most resplendent beacons of love imaginable. It is the good, the wicked, and every shade between. And like the moon, the empath stands resplendent, blazing with the reflection of every heart and mind to ever grace the earth.
Making an Empath:
SpoilerAbilities: An empath's incredible versatility makes almost any ability potentially appealing to them, depending on their focus and build. A high Wisdom is utterly vital to any empath, allowing them to integrate and attune themselves as they channel the latent power all around them. Constitution is also possessed of its usual importance, and can help the relatively fragile empath stay alive if she wishes to spend any significant amount of time on the front lines of combat. Intelligence can help an empath make the most of her incredible class skill selection, and Strength or Dexterity should not be ignored for their importance in combat.
Role: An empath possesses almost unparalleled flexibility - she can access a number of potent utility powers outside of combat through her chosen aspects, and is capable of filling almost any role in a pitched battle. She lacks the focus to excel at individual tasks, but her versatility allows her to fill whatever niche is most needed at any given moment.
Races: Members of any race can take up the mantle of an empath - the calling is rare, but may be felt by anyone with the sensitivity and intuition to tap into the great collective unconscious.
Alignment: Unlike most evokers, empaths are not particularly biased towards good. The essence of the mortal world is rarely black and white, and while good-aligned empaths certainly exist, they are no less rare than their less moral counterparts. Despite this, empaths tend to be acutely aware of their alignment, and often (though not always) exemplify many of the defining traits of whichever segment of the alignment wheel they occupy.
Starting Gold: As druid
Starting Age: Most empaths come into their power early, perhaps out of the innocence of childhood. When rolling for age, roll as a Bard - but subtract the total from adult age rather than adding it (to a minimum of half an adult’s age). If rules are in place that would reduce the statistics of child characters, the empath is exempt from them.
Class Skill List: An empath reflects and channels a power formed from the sum total of all mortal experiences, and finds that no that task she sets her mind to will ever feel wholly unfamiliar. An empath may treat any skill as a class skill.
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
Hit Dice: d8
Level Base Attack Bonus Poor Saves* Good Saves* Special Persona Capacity Personas Known Innate Illuminations Imbuements 1st +0 +0 +2 Radiant Armaments, Merciful, Manifest Persona (Least Aspects) 2 2 1 1 2nd +1 +0 +3 Power of Friendship 2 2 1 1 3rd +1 +1 +3 Changing Heart (One Feat) 2 2 1 1 4th +2 +1 +4 2 2 1 1 5th +2 +1 +4 Manifest Persona (Lesser Aspects) 2 3 2 1 6th +3 +2 +5 2 3 2 2 7th +3 +2 +5 2 3 2 2 8th +4 +2 +6 Changing Heart (Two Feats) 2 3 2 2 9th +4 +3 +6 2 3 3 2 10th +5 +3 +7 Manifest Persona (Greater Aspects) 2 4 3 2 11th +5 +3 +7 3 4 3 2 12th +6/+1 +4 +8 3 4 3 3 13th +6/+1 +4 +8 Changing Heart (Three Feats) 3 4 4 3 14th +7/+2 +4 +9 3 4 4 3 15th +7/+2 +5 +9 Manifest Persona (Sublime Aspects) 3 5 4 3 16th +8/+3 +5 +10 3 5 4 3 17th +8/+3 +5 +10 3 5 5 3 18th +9/+4 +6 +11 Changing Heart (Four Feats) 3 5 5 4 19th +9/+4 +6 +11 3 5 5 4 20th +10/+5 +6 +12 Moonlight Apotheosis 3 6 5 4
*Without a persona manifested, an empath treats her Will, Fortitude, and Reflex saves as Poor Saves. Most aspects allow her to treat one or more saves as Good Saves while manifesting them.
Weapon and Armor Proficiency: Empaths are proficient with all simple weapons, and with light and medium armor.
Illuminations: Infused as they are with the power of light, an empath is capable of crafting and calling upon powerful manifestations of radiant energy known as Illuminations. The illuminations of an empath are intrinsically bound to her personas – each of her personas possesses a fixed illumination capacity. The empath crafts a separate illumination list, with a number of illuminations up to her Persona Capacity, to form the Illuminations Known list for each of her personas. While manifesting a persona, an empath can evoke any illumination known by that persona – she does not require any form of preparation beyond donning the persona itself.
In addition to those illuminations bound to her personas, the empath gains a small number of Innate Illuminations. These illuminations are always considered to be both Known and Readied, regardless of which of her personas an empath is currently manifesting.
Illuminations are explained more completely in their own section.
Radiant Armaments (Su): Upon awakening to the radiance within her soul, an empath establishes a bond with a particular weapon and suit of armor. How an empath finds the armaments that are hers by right varies widely; she may stumble upon them in a dream, only to awake clutching them in hand, or she might find them in the crater left behind by a falling star, but they always appear within a week of attaining her first level in this class. As she advances in level, the empath may imbue her armaments with an ever greater number of powerful modifications, as indicated above.
Radiant Armaments and Imbuements are described more completely in their own section.
Merciful (Ex): Whenever an empath deals damage with an attack or an Illumination, she may choose to deal non-lethal damage instead with no penalty to attack or damage rolls.
Manifest Persona (Su): An empath draws her power from the teeming masses of life – from the sparks of light that reside within the souls of every being, living, dead, or immortal. In the great pool of thought and feeling that makes up the world of men and gods, each empath finds many reflections, each one binding her to another facet of the world. These reflections are an empath’s Personas – the primordial mantles that allow her to unleash the radiance she had gathered in patterns all her own.
An empath may manifest any of her personas (or dismiss her current persona) as a free action that may only be taken on her turn. Manifesting a persona costs a number of motes equal to the empath's evoker level. If she attempts to manifest a persona while manifesting a different one, the original persona is automatically dismissed without requiring any additional action. Shifting personas often has a profound visual effect on an empath’s costume, but this is not always the case, and such alterations are universally cosmetic.
In addition to allowing her to access her Illuminations, an empath’s personas grant her a number of potent abilities, derived from their chosen Aspects. The aspects are potent forces in their own right, each one an infinitely complex face of the great mortal consciousness. When the empath forms a new persona, she chooses its aspect from the following list. Once chosen, a given persona’s aspect can never be changed (though the illuminations allocated to it can be still be changed normally as an empath gains levels).
All aspects, save for one, exert some degree of mental influence over empaths who manifest them. Such influence can be ignored if need be, and never rises to the level of true compulsion, but empaths – particularly powerful ones – often find themselves slipping into the guise of their aspect in times of emotional stress.
The Power of Friendship (Ex): An empath is capable of swaying the alignment of captured foes, as described in the Power of Friendship section below.
In addition, an empath is can open themselves to others in a way that can form bonds as strong and true as those she pushes forward with force of personality. Using a keen ear and open mind, an empath may use her Wisdom score, rather than her Charisma score, when making redemption checks. This particular method of reconciliation allows an empath to develop a powerful sense of her own identity, and redemption checks made against her experience a DC increase as if the empath possessed an alignment subtype.
Changing Heart (Su): Though the aspects she channels can offer an empath a powerful array of abilities, there is ever the danger of losing her sense of self to the great unconscious upon which she draws. Beginning at 3rd level, an empath may reinforce her personas with a mighty fragment of her innermost heart, empowering a single facet of her personality to anchor her identity even against the strongest of tides.
Each of the empath's personas gains access to a single Heart Fragment, chosen from the following list, which imparts upon that persona an appropriate bonus feat. While manifesting a persona, the empath gains the benefits of the feat assigned to it. She does not actually possess the chosen feat, and this effect may not be used to qualify for any prerequisites which might require them, with the sole exception of other Changing Heart feats applied to the same persona. At 8th, 13th, and 18th level, each of an empath's personas gains an additional bonus feat. Once chosen, the Heart Fragment and bonus feats an empath assigns to one of her personas may never be changed.
SpoilerHeart of Brilliance: The empath's bonus feats must be chosen from the list of Exalted Feats. For the purpose of qualifying for these feats, the evoker is treated as if her alignment is Exalted Good (if it is not already). Additionally, alignment-detecting abilities with a caster level less than or equal to the empath's evoker level will always register the empath as Good while she is manifesting a persona to which this heart fragment is assigned. If these feats require a specific code of conduct, the empath loses their benefits only if she breaks that code while manifesting a persona to which this heart fragment is assigned, and regains the benefits of the feat in question after receiving eight hours of restful sleep (or her racial equivilant).
Heart of Darkness: The empath's bonus feats must be chosen from the list of Vile Feats. For the purpose of qualifying for these feats, the evoker is treated as if her alignment is Evil (if it is not already). Additionally, alignment-detecting abilities with a caster level less than or equal to the empath's evoker level will always register the empath as Evil while she is manifesting a persona to which this heart fragment is assigned. If these feats require a specific code of conduct, the empath loses their benefits only if she breaks that code while manifesting a persona to which this heart fragment is assigned, and regains the benefits of the feat in question after receiving eight hours of restful sleep (or her racial equivilant).
Heart of Devotion: The empath's bonus feats must be chosen from the list of Divine Feats. For the purpose of qualifying for these feats, the evoker is treated as if she possessed the Turn Undead and Rebuke Undead class features. Additionally, she may pray as a move action, expending 3m to gain access to a single virtual turn undead attempt that may be be used to fuel any Divine feat granted by this ability. She may possess only one such virtual attempt at any given time, and if it is not expended within one minute, it is lost.
Heart of Incarnum: The empath's bonus feats must be chosen from the list of Incarnum feats. Additionally, she may invest essentia in her feats or soulmelds as part of the same action that she uses to invest motes in her imbuements.
Heart of Fortune: The empath's bonus feats must be chosen from the list of Luck Feats, but she does not gain any daily luck rerolls from these feats. Instead, whenever she would expend a luck reroll through one of the feats granted by this ability, she instead must expend 3m as part of the same action used to trigger the feat.
Heart of Madness: The empath's bonus feats must be chosen from the list of Aberrant bonus feats.
Heart of Radiance: The empath's does not gain any bonus feats from her Changing Heart class feature while occupying this persona. Instead, for every feat she would gain, her persona capacity for this particular persona (but no others) increases by 1.
Heart of War: The empath's bonus feats must be chosen from the list of Fighter Bonus Feats. Feats requiring a minimum BAB as a prerequisite may be qualified for using her effective BAB while manifesting the persona to which she assigns this fragment.
Heart of the Wild: The empath's bonus feats must be chosen from the list of Wild Feats. For the purposes of qualifying for these feats, the empath is treated as if she possessed the Wild Shape class feature. Additionally, she may activate any Wild feat gained through this class feature by investing 3m in that feat as a swift action - she may invest or release motes in this fashion as part of the same action she uses to invest motes in her imbuements.
Moonlight Apotheosis (Su): The barrier between the empath and the radiant power she channels has all but dissolved. Many like her have lost themselves along the path she walks, fading away in the face of something infinitely greater than themselves, but her blazing spirit has preserved against all odds, beaming forth with a fury that angels and demons might envy. At 20th level, an empath forevermore becomes a Native Outsider with one alignment subtype of her choice and an Augmented subtype pertaining to her previous type, with all the traits that implies. Further, she can no longer be aged by any means mundane or magical, and will never die of old age.
Additionally, the empath may open herself to the world in ways her less experienced sisters could scarcely imagine. The empath may partially manifest a second persona without dismissing her original. She does not gain the illumination list of this secondary persona, but she gains the granted abilities of both personas' aspects. Bonuses to saving throws and skills from different personas do not stack, and she uses the better Base Attack Bonus progression of the two.
Mira of Many Faces: Empath 1
Mira of Many Faces: Empath 7
Mira of Many Faces: Empath 12
Mira of Many Faces: Empath 17
Last edited by Selinia; 2014-04-26 at 05:02 PM.
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Re: Tome of Radiance: Mastering the Power of Love and JusticeEmpath Aspects
The Fool reflects the innate curiosity and mad wisdom of the adventurous and the bold. The Fool is the first of the aspects, and will likely be the last, when all others have faded. So long as mortals walk the world, they shall invariably feel the urge to stick their noses where they do not belong. Empaths under the influence of the Fool often feel the urge to leave no chest unopened, no door closed, and no corner unmapped. Curiosity burns always in the back of their mind, and confidence fills their hearts.
An empath manifesting a persona with the Fool aspect treats all saves as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, beginning at 3rd level, the empath gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Both bonuses increase by +1 at 6th level, and every three levels thereafter. These bonuses stack with any an empath may possess by virtue of the Trap Sense class feature. Lastly, she gains a bonus to Tumble, Escape Artist, and Open Lock checks equal to her Wisdom modifier.
The Magician reflects rationality and creativity, twined into the singular drive that leads mortals to create and advance their lives through knowledge. So long as men and women of the world seek to tame the world through learning, the Magician shall thrive. Ambition and pride run strong in the veins of those wearing this aspect; for they know themselves full well that the key to working miracles lies no further than their own mind. The form such ambitions takes varies, but in any wearer, the aspect tends to focus ones thoughts to a great extent: driving out idle daydreams and forever seeking answers to the problems at hand.
An empath manifesting a persona with the Magician treats Will and Reflex as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, with a full-round action, she may manifest spiritual essence to craft items out of seemingly nothing. To perform such a feat, the empath must make a craft check against the craft DC of the object she wishes to manifest. If she is successful, she immediately crafts the object in question, bypassing normal crafting times and costs. However, items created by this ability are, without exception, extremely short-lived and obviously so. They are translucent and shimmer with slowly fading energy, dissolving completely after a number of hours equal to the empath’s class level. An empath may only create mundane items with this ability (though she can create masterwork items, if she can meet the craft DCs), and may only have a number of objects conjured at any one time up to their wisdom modifier. No individual item crafted by the empath in this fashion may weigh more than [10 * Class Level] lbs, though she may manifest such large objects in pieces and fit them together normally. Lastly, she gains a bonus to Craft checks equal to her Wisdom modifier.
The High Priestess
Any magical girl knows well the call to action, but sometimes a softer touch is needed. The High Priestess is the embodiment of the world’s passivity. It is not weak, but it is tranquil, and will not move save to counter the unrest of others. Empaths manifesting the High Priestess feel themselves borne aloft by a supernal calm. Disorder and chaos can chafe against those manifesting this aspect, and it can be difficult at time for an empath to rouse herself to action under its effects, but the level head of the High Priestess can prove invaluable in situations where an evoker’s hot blood might otherwise get the best of them.
An empath manifesting a persona with the High Priestess aspect treats Will and Reflex as good saves. Additionally, she gains the ability to wield concentrated bursts of luminous energy as a potent form of counterspell. This functions identically to normal counterspelling, save that the empath expends motes, rather than prepared spells, to counter the magic of her enemies. Countering a spell consumes a number of motes equal to [Countered Spell’s Level * 2]. If the empath does not have enough motes, the counterspell fails, but the motes are not consumed. Lastly, she gains a bonus to Balance, Concentration, Sense Motive, and Handle Animal checks equal to her Wisdom modifier.
Where there is weakness or sorrow; there are always those willing to lend their aid. The Empress is the spirit of compassion and healing in all beings, reflecting all those who create and cherish life. It is a protective aspect, but not necessarily a passive one – empaths manifesting it can have difficulty not lending their aid to those in obvious suffering, even when seeing the pain of their sworn foes. Some empaths revere the kindness brought forth by the Empress, but others resent it or develop a simmering envy of their own persona’s saintly temperament. The most sensible would warn that however one may view it, the aspect should not become a crutch. Such external empathy, no matter how strong, must not be allowed to replace the feelings in an empath’s own heart.
An empath manifesting a persona with the Empress aspect treats Will and Fortitude as good saves. Additionally, she can close wounds and ease pain with the merest touch. An empath manifesting the Empress can heal a total number of hit points of damage equal to [twice her empath level * her Wisdom bonus]. She may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using this ability is a standard action. The empath may refresh her pool of healing by spending five minutes in peaceful meditation. Lastly, she gains a bonus to Heal, Handle Animal, and Perform checks equal to her Wisdom modifier.
Strength is arguably the oldest of all virtues. Before good or evil, the mighty reigned supreme, and the mortal psyche has never forgotten the days of might-make-right. The Emperor is both the iron fist and the stalwart shield – it is the ancient right of the mighty to stand over the weak, regardless of whether that position is used to protect or oppress. Empaths manifesting the Emperor often find themselves driven to establish their dominance in any situation, and can struggle with accepting any authority but their own. The Emperor is an aspect of intense and forceful action… but its aggression can be an unwanted burden if left to run unchecked when a soft touch would be better suited.
An empath manifesting a persona with the Emperor aspect treats Fortitude as a good save, and she uses the Fighter’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Emperor gains an unyielding resistance to the will of others. She gains a bonus to saving throws against mind-affecting abilities equal to 1/2 her class level (to a minimum bonus of +1). This bonus is doubled against fear effects. At 10th level, this ability strengthens to the point where would-be maestros cannot help but cower as their strings are cut: whenever the empath saves successfully against a mind-affecting spell or power, she may turn it against its original wielder as an immediate action. A spell or power reversed in this manner retains all its original parameters - only the target changes. Lastly, the empath gains a bonus to Intimidate, Escape Artist, and Survival checks equal to her Wisdom modifier.
Loneliness is among the greatest fears of mortality. As death looms eternally, solace is found in becoming a piece of something grander and stronger than any one of its parts. The Hierophant is groupthought and conformity made manifest. It is the guiding hand the shifts willing cogs in a grand machine, and the mouthpiece of mercy that brings faith and hope to the masses. Empaths manifesting the Hierophant can find themselves growing squeamish at the thought of working outside existing systems, and scornful of those who would think themselves loners. Depending on one’s viewpoint, the aspect may be a herald of cooperation… or of manipulation.
An empath manifesting a persona with the Hierophant aspect treats Will as a good save, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Hierophant may drive others into her designs with a few well-spoken words. She may make a Diplomacy check as a standard action without any penalties for rushing, and may attempt to Fascinate a target to whom she has spoken for at least a full minute. Resisting this fascination requires a Will save with a DC of [10 + half to empath’s class level + her wisdom modifier]. At 8th level, the empath may attempt to implant a Suggestion (as the spell) in a the mind of a creature she has fascinated. Resisting this suggestion requires a Will save with a DC of [10 + half to empath’s class level + her wisdom modifier]. If a creature successfully saves against this ability it becomes aware of the attempted mental manipulation, and its fascination is immediately broken. At 16th level, the empath may place a Geas (as the spell Geas/Quest) on a target instead of a Suggestion, using the same save DCs. The empath may only have one creature under such a geas at any one time, and placing a new geas immediately breaks her hold on any previously-affected targets. Lastly, the empath gains a bonus to Diplomacy checks equal to her Wisdom modifier.
Everyone has those things that they cannot live without. People, places, even objects for some. The aspect of the Lovers embody these bonds, drawing strength from the greatest treasures of a mortal heart. Empaths manifesting the Lovers often find their loved and treasured things rising to the forefront of their thoughts. This can bring forth great valor and strength of will in some… but in others, such thoughts pave the road to paranoia and miserliness. One way or another, any empath wielding this aspect must eventually come to terms with their desires.
An empath manifesting a persona with the Lovers aspect treats Will and Reflex as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Lovers may forge a spiritual link with others as a standard action. This effect functions identically to an unaugmented use of the Mindlink power, save that it has a duration of 24 hours/level and functions even across different planes. The empath may have a maximum number of such links active equal to her Wisdom modifier – creating new links beyond this limit automatically breaks one existing link, chosen by the empath. At 10th level, the empath gains the benefit of a constant Status spell targeting any individual with which she has established a link, and may Scry on them (as if casting the spell) by spending five minutes in a meditative trance. At 15th level, the empath’s mindlinks no longer have a limit to their duration – they will last until released by the empath, and will otherwise re-establish themselves automatically in 5 rounds if broken or dispelled. Lastly, the empath gains a bonus to Sense Motive, Appraise, Listen, and Perform checks equal to her Wisdom modifier.
There are corners of the multiverse unseen by any explorer, untouched since the dawn of time. Like the Fool, the Chariot is formed of the spirit of exploration. However, the Chariot concerns itself not with the journey, but with the destination alone. It is the triumph born of conquering a mighty mountain or fearsome foe, and the unparalleled thrill of victory absolute. Empaths manifesting the Chariot are driven to push themselves to their limits and seek out challenges worth of their stature. They chafe at half-finished tasks, and can find themselves struggling to accept defeat or withdrawal in any form.
An empath manifesting a persona with the Chariot aspect treats Fortitude and Reflex as good saves, and she uses the Fighter’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Chariot may leap into the fabric of the cosmos itself, hurtling past trivial things in search of her elusive goals. This functions as the spell Dimension Door, with the empath’s effective caster level equaling her class level. Unlike the spell, this effect require one minute of concentration to activate. At 10th level, the empath can replicate the spell Teleport, rather than Dimension Door. Doing so requires ten minutes of concentration, rather than one minute. At 15th level, she can replicate the spell Greater Teleport. Doing so requires one hour of concentration, rather than one minute. Lastly, the empath gains a bonus to Climb, Jump, Search, Survival, and Swim checks equal to her Wisdom modifier.
Mortals aspire to greatness, almost without exception. Greatness of mind, or spirit, or body – the specifics vary, but all gaze upwards at the heroes who came before and picture themselves upon a similar pedestal. The aspect of Strength is formed of collective vision of such paragons and heroes. It does not act itself, but rather inspires those around it to cast off their weakness and seek out their true potential. Empaths manifesting the aspect of Strength find themselves driven to lead by example, and to help others rise to become the best they can be.
An empath manifesting a persona with the Strength aspect treats Fortitude and Will as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting Strength may exert an aura of quiet power that fortifies the weary bodies of her allies. By spending one minute in meditation, the empath heals one point of ability damage from each of her ability scores. A number of allies up to the empath’s Wisdom modifier may join in this meditation, sharing in its benefits so long as they remain within 30 feet of the empath. At 10th level, this effect may restore ability drain. At 15th level, this ability may restore ability burn, bypassing the normal restriction against restoring ability burn through magical means. Lastly, the empath gains a bonus to Diplomacy, Handle Animal, Heal, and Perform checks equal to her Wisdom modifier.
If one wishes to find true enlightenment, she must first learn to tune out the ramblings of madmen and fools. The Hermit embodies the ivory tower of knowledge and isolation from which the greatest minds of the mortal world do their work. It is the silent stillness of truth, and the lonesome monolith of study. Empaths manifesting the Hermit often experience a sort of crystalline clarity in their thoughts, processing and responding to information at a speed that can leave interactions with others feeling aggravatingly sluggish and dull. Cautionary tales abound of empaths who grew addicted to this sensation, manifesting this aspect without pause until the very thought of speech or interacting is enough to cause bouts of nausea and disgust.
An empath manifesting a persona with the Hermit aspect treats Will as a good save. Additionally, an empath manifesting the Hermit may slip into a hypercognitive trance in which answers to the most difficult question seem to materialize out of thin air. By entering a trance for one minute, the empath may analyze the likely results of a course of action. This effect functions as the spell Augury, save that the empath is aware if the augury fails. The empath may use this ability a number of times each day equal to her class level. At 15th level, this ability gives much more detailed answers – it now yields equivalent results to the spell Divination. Lastly, the empath gains a bonus to Knowledge checks equal to her Wisdom modifier.
The Wheel of Fortune
Some mortals embrace it, while others reject it fiercely, but there is a simple truth to the world that none would deny – luck matters. The Wheel of Fortune is the form giving to the ever-whirling crucible of mortal opinions on the sheer randomness of the universe. It carries every cry of joy at some improbable miracle, and every furious curse at a ruinous roll of the dice. Empaths manifesting the Wheel are prone to violent mood swings, at times shifting between emotional extremes with little warning or moderation.
An empath manifesting a persona with the Wheel of Fortune aspect treats all saves as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, while manifesting the Wheel of Fortune, she gains the ability to throw her fate to the black-and-white caprice of luck. A number of times each day equal to ½ her class level, the empath may replace any single d20 roll she is about to make with a coin toss as a free action. If she is able to correctly call the coin toss, the roll resolves as if she had rolled a natural 20. If she calls the toss incorrectly, the roll resolves as if she had rolled a natural 1. At 15th level, this ability may be used to intercede in any action made by a creature within 30’ – including the actions of enemies. Lastly, the empath gains a bonus to Diplomacy, Handle Animal, Heal, and Perform checks equal to her Wisdom modifier.
Even in situations where the very concept seems absurd, most mortals adhere to some sort of code. Fairness, morality, karma… all such things manifest themselves in Justice. The aspect of Justice embodies the laws that bind mortal races, both written and unwritten. It is the promise upheld, the edict spoken, the trust of one individual for another and the punishment when such trust is violated. Empaths manifesting Justice can have difficulty making light promises, and will often feel compelled to go to great lengths to uphold those she has made in the past.
An empath manifesting a persona with the Justice aspect treats Fortitude and Will as good saves, and she uses the Fighter’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, while manifesting Justice, she may brand a creature with a Mark of Justice, which functions as the spell of the same name using her Empath level as her effective caster level for all purposes. The empath may only have up to her Wisdom modifier creatures thus marked at any given time, and may release any of her subjects from their mark at any time as a free action. At 10th level, the empath in instantly alerted whenever one of her Marks of Justice is activated though a violation of its terms, and may innately sense the distance and direction to bearers of activated Marks so long as they are on the same plane. At 15th level, the empath’s Marks of Justice can no longer be removed by any effect other than a Wish, Miracle, or the willing release of the mark by the Empath herself. Lastly, the empath gains a bonus to Sense Motive and Intimidate checks equal to her Wisdom modifier.
The Hanged Man
Wherever there are mortals, there are the weak and the strong. The high, and the low. The pious and the heretic. Those below will always dream of grand reversals of roles, and sometimes even act upon those dreams. The aspect of the Hanged Man is a tumultuous soul, forever in flux. It is the riotous mob, the thief who steals from the rich, and the bullied apprentice burying a dagger in her abusive mentor’s back. Empaths manifesting the Hanged Man often find themselves fighting off an uncharacteristic bitterness – every hardship seems tailored to victimize them personally, and successes of allies cannot help but be tainted with a faint lining of envy.
An empath manifesting a persona with the Hanged Man aspect treats Fortitude and Reflex as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, as a standard action, the empath may induce a calamitous reversal with a single touch. This effect is delivered as a melee touch attack, and an unwilling target may attempt to resist the effect with a Will saving throw with a DC of [10 + half to empath’s class level + her wisdom modifier]. If the target is willing, or fails its saving throw, it immediately exchanges hit point totals with the empath. This exchange can bring neither party above their normal maximum health, and any hit points beyond that limit are lost. Once used, regardless of its success or failure, an empath cannot use this ability again for one minute. Lastly, the empath gains a bonus to Move Silently, Hide, and Slight of Hand checks equal to her Wisdom modifier.
Endings are a two-faced coin – for all that mortals fear the eternal spectre of their demise, their every action brings about other, smaller deaths. The aspect of Death embodies the demise of ideas, of beliefs, of traditions and nations and cultures – and yes, at times, evens the deaths of other mortals. Without death, the world would stagnate and rot from within, but that is little consolation to those who it claims. Empaths manifesting the aspect of Death find the ties of sentimentality loosened. Letting go is less painful, and silver linings present themselves easily. Beings prolonged past their time tend to incite faint feelings of disgust, and the empath may at times feel an urge to let defeated enemies die cleanly, rather than capturing them alive and subjecting them to the messy processes of justice.
An empath manifesting a persona with the Death aspect treats Will as a good save, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, as a standard action, an empath manifesting Death may strike out with a cleansing tide of negative energy, burning pain and impurity from her target’s very soul. This effect is delivered as a melee touch attach, and an unwilling target may attempt to resist the effect with a Will saving throw with a DC of [10 + half to empath’s class level + her wisdom modifier]. If the target is willing, or fails its saving throw, it immediately gains one negative level. Further, it restores two points of damage or drain to each damaged or drained ability score, and heals [5 * target’s HD] hit points to its target. Negative levels inflicted by this ability fade at a rate of one per minute. Lastly, the empath gains a bonus to Heal, Survival, and Disable Device checks equal to her Wisdom modifier.
In the land of mortals, none stand alone. For every blade or suit of armor brought to battle, there is a smith. For every artful maneuver, there is a teacher. For every lasting peace, there is a magnanimous victor. Temperance lies not in greatness, but in those that bring greatness to fruition. It lies in the bruises dealt by the wizened master who trains the hero before his quest, and in the words of the sage who offers their advice to the girl who would be queen. Empaths manifesting Temperance are often driven to push others, and themselves, up to any beyond their normal limits. Wasted potential evokes feelings of faint disgust, and honing existing tools always often like a more appealing option than attempting to craft new ones.
An empath manifesting a persona with the Temperance aspect treats Will and Fortitude as good saves. Additionally, with a ritual requiring one minute of meditation between the empath and a single willing target, an empath manifesting Temperance may imbue another being of equal or lesser power with an echo of the greatness that could one day be theirs. The target receives a number of virtual Hit Dice equal to [empath’s class level – target’s HD]. Each virtual HD thus granted increases the benefactor’s maximum HP by [5 + benefactor’s Con modifier], and grants them a +1 bonus to attack rolls, damage rolls, skill and ability checks, saving throws, and effective Hit Dice for the purposes of any spells or abilities that might target them. An empath may have up to [Wisdom modifier] creatures blessed with this ability at any given time, and may revoke her blessing from any one of them as a free action. Otherwise, the blessing possesses an unlimited duration. At 15th level, an empath may also choose to grant her beneficiaries the ability to evoke a single illumination, chosen by the empath from those assigned to any of her personas with the Temperance aspect. The target may evoke this illumination despite lacking a mote pool or evoker level, and the effect manifested is in all aspects identical to an illumination evoked by the empath herself (including save DCs, effective evoker level, and the like). Once used, such a borrowed illumination may not be evoked again for 1d4 rounds. Lastly, the empath gains a bonus to Diplomacy, Search, and Appraise checks equal to her Wisdom modifier.
Some mortals are revolutionaries, or leaders. They stand tall, defying fate and convention to change the course of the world itself. However, for most, such aspirations are simply… too much work. The Devil is the ballast of idleness that anchors the mortal races of the world – the font of laziness and apathy that dissuades change and brings one to simply go with the flow of events. Though heroes might scorn the everyman’s simple life, such lack of ambition also lies at the foundation of every endeavor of his more active peers. Empaths manifesting the Devil often feel lethargic, whether physically, mentally, or both. It is tempting to leave even urgent tasks for later, orders seem less worth arguing with, and the status quo gain a certain charming appeal, however flawed it may be.
An empath manifesting a persona with the Devil aspect treats Reflex and Fortitude as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Devil oozes an air of profound normalcy, discouraging suspicion or investigation. Viewers will see the empath as whatever seems least conspicuous to them – a castle guard might note them as an inconspicuous clerk, while a general might view them as just another soldier going about her duties. This deception does not actually alter the empath’s appearance in any way, meaning they may be called out for dressing or acting inappropriately, but they will not be accosted or questioned unless they draw undue attention to themselves. Any creature who interacts directly with the empath may attempt a Will save with a DC of [10 + half to empath’s class level + her wisdom modifier] to shake off the supernatural acceptance. If the empath is doing something blatantly out of place – such as attacking the observer or his allies – this save automatically succeeds. This is a mind-affecting ability. Lastly, the empath gains a bonus to Bluff, Forgery, and Disguise checks equal to her Wisdom modifier.
Some would say that mortals define themselves through violence. They would say that beings incapable of grasping eternity are truest to their natures when obliterating the permanence of others. The Tower does not, contrary to what some frightened empaths will warn their younger sisters in the dead of night, embody hatred, or malice, or rage. It embodies violence, pure and untainted by lesser emotions. The urge to shatter, break, and destroy bears a power few others can match. Empaths manifesting the Tower feel the urge to strike first, strike hard, and keep on striking until all before them has been reduced to blood and rubble. It is said to feel far more hostile and invasive than most aspects, and many empaths forswear this aspect for fear of the changes it might evoke in them.
An Empath manifesting a persona with the Tower aspect treats Fortitude as good saves, and she uses the Fighter’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Tower continuously exudes an aura with a radius of [5 * empath’s Wis mod] feet. Whenever damage is dealt to the empath, all other creatures within the aura (including the empath herself) take half that amount, rounded down, as retributive damage. Damage that the empath deals herself through this ability is converted into nonlethal damage, unless she is immune to nonlethal damage. Retributive damage inflicted by this aura does not trigger any additional effect. The effect of this aura targets friends and foes without discrimination, and the empath may not exclude a creature the influence of her aura – she may, however, deactivate or reactivate her aura as a swift action. Lastly, the empath gains a bonus to Autohypnosis, Concentration, and Intimidate checks equal to her Wisdom modifier.
Rare indeed are great deeds accomplished without hardship or setback – and indeed, were they achieved simply, their greatness would be lessened in the eyes of many. But for all these obstacles, mortals still reach for the heavens with all their might, heedless of that which would hold them back. The Sun is a manifestation of confidence and drive, rational and unwarranted alike. Empaths manifesting the Sun tend to lapse easily into obsession and mania in their pursuit of whatever their goal of the hour may be.
An Empath manifesting a persona with the Sun aspect treats Fortitude and Will as good saves, and she uses the Fighter’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally as a swift action, an empath manifesting the Sun can call forth and release a blazing explosion of light that shatters the bonds on all those around them. This effect grants the benefits of both Freedom of Movement and Mind Blank for one round, and affects all creatures within a radius of [5 * empath’s Wis mod] feet, centered on the empath. This effect targets friends and foes without discrimination. Once used, this ability may not be used again for one minute. Lastly, the empath gains a bonus to Concentration, Sense Motive, and Survival checks equal to her Wisdom modifier.
Life is built upon lies. Lies bring mortals pain and comfort alike, and are told for every reason imaginable. Philosophers may seek truth, but for the average mortal, deception is as much a part of existence as eating or breathing – and just as vital. Few are those with the fortitude to face down truth, unmasked and unfiltered, and the silver miasma of half-truths and guises provides welcome shade against the harshness of light. Alone of all Aspects, the Moon inflicts no foreign thoughts or otherworldly compulsions. Empaths, who shroud themselves in the hopes and dreams of others, have always shown a special affinity for the moon – in a grand fit of cosmic irony, they are truest to themselves when dancing in a masquerade of lies.
An Empath manifesting a persona with the Moon aspect treats Reflex and Will as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Moon continuously exudes an aura with a radius of [5 * empath’s Wis mod] feet. For the purposes of skills, spells, and abilities, all words spoken by individuals within this radius are considered ‘true’ – Sense Motive checks will reveal only honesty, and lie-discerning magic will pass over such utterances without a trace. This does not inflict any form of compulsion upon listeners, nor even compel them to believe in the factual truth of a statement, but they will always view claims by creatures within the aura to be of utmost honesty. Lastly, the empath gains a bonus to Bluff, Perform, Disguise, and Forgery checks equal to her Wisdom modifier.
In deepest darkness, and blackest night, hope endures. In the fiercest fire, and most ruthless storm, hope endures. By an ancient legend, hope is the cruelest blessing and most wonderful curse the mortals of the world have ever shouldered. This may be so, and without a doubt hope has brought pain to many – but in the caprice of fortune, hope too is what permits such victims to carry on anew. The Star is the distant glimmer of a better tomorrow that all mortals hold dear to their hearts. It is unreachable, unattainable, ethereal, and beautiful beyond words. Empaths manifesting the Star often take on a detached, farsighted demeanor, pondering the future… at times to the determent of their focus in the present.
An Empath manifesting a persona with the Star aspect treats all saves as good saves. Additionally, an empath manifesting the Star continuously exudes an aura with a radius of [5 * empath’s Wis mod] feet. Creatures within this aura may use their own saving throw modifiers or those of the Empath, at their discretion. This effect benefits friends and foes without discrimination, and the empath may not deny a creature the benefit of her aura – she may, however, deactivate or reactivate her aura as a swift action. If the empath is unconscious, her aura is automatically suppressed. Lastly, the empath gains a bonus to Diplomacy, Perform, and Heal checks equal to her Wisdom modifier.
Mortals yearn for absolutes. While scholars and sages may delve into the fine gray lines between right and wrong, good and evil, or fact and fabrication, most would rather feed their minds with the succulent dish of certainty. The aspect of Judgment embodies every cry ever voiced for a god, king, or parent – cries to strip away the miasma of doubt and replace it with the comforting pillars of the absolute. Empaths manifesting Judgment often struggle to accept or process any new information that might conflict with their beliefs… though when those beliefs are challenged, they will hold fast to their values with unshakable resolve.
An empath manifesting a persona with the Judgment aspect treats Will as a good save. Additionally, an empath manifesting Judgment may cut through superficial traits to know the truth of a creature’s essence with nothing more than a glance. The empath continuously gains the benefits of the Arcane Sight and See Invisibility spells. The empath’s arcane sight functions as the spell, and additionally allows the empath to discern surface thoughts, alignments, and the presence or absence of duplicitous intent in any creatures the empath observes. However, any creature observing the empath identical benefits, which apply only for the purpose of observing the empath herself. Lastly, she gains a bonus to Appraise, Sense Motive, and Knowledge checks equal to her Wisdom modifier.
Last edited by Selinia; 2013-09-19 at 12:00 AM.
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- May 2010
Re: Tome of Radiance: Mastering the Power of Love and JusticeIlluminations
Illuminations are an evoker’s greatest power – the ability to harness the awesome energies of light and channel them into mystical effects. This power presents itself to each individual differently, and as such, it is impossible to compile a singular list of illuminations. Instead, a magical girl must feel out her own powers as she develops them, crafting a suite of abilities unique to her.
An evoker’s Illuminations are powered by Motes of radiant energy. Such power is almost inexhaustible, but it does have limits. An evoker’s Mote Pool is equal to [Evoker Level * 2]. An evoker’s mote pool refreshes at the beginning of each of her turns, restoring itself to its full value.
When a magical girl learns new illuminations, she does not select them from a list, but rather crafts them from a wide array of components. Each illumination begins as one of three base effects, which an evoker can enhance with a wide array of components. Every component has an associated mote cost, and many allow that mote cost to be raised in exchange for more powerful effects. The final cost of an illumination is equal to the total cost of its base effect added to the cost of its components. A magical girl may not craft any illumination with a cost greater than her evoker level in motes. While certain components suggest particular manifestations, the cosmetic aspects of an illumintion are entirely up to the evoker crafting it - a functionally identical illumination might manifest as a javelin of lightning to one and a flurry of shots from conjured rifles to another.
Whenever an illumination offers a saving throw, unless otherwise noted, the save DC is equal to [10 + half the magical girl’s evoker level + the modifier of her evoker attribute]. The evoker attribute varies between the various styles of magical girl: champions use Charisma, empaths use Wisdom, while stargazers harness their powers with Intelligence. Many components are restricted in what type of evoker may access them, and each individual component lists those classes that it is compatible with. Further, it is impossible to craft or evoke any illumination with a cost of less than 1m. Any illumination with a lower mote cost must select components to raise its cost until it reaches a positive value.
To craft an illumination, one must select a base illumination type (Blast, Barrier, or Surge), a Foundation component to determine the base effect, and must purchase at least one rank in a Shape component to determine the illumination's basic targeting. It is impossible for any illumination to possess more than one Shape or Foundation component. If the evoker wishes, she may then add as many Secondary components as she can budget into her mote limit. Foundation components scale automatically, at varying rates, with the cost of an illumination. All other components increase the illumination's mote cost. If she wishes, an evoker can independently raise an illumination's mote cost without adding any additional components or ranks. Further, it is impossible to craft or evoke any illumination with a cost of less than 1m. Any illumination with a lower mote cost must either select components or manually raise its cost until it reaches a positive value.
Regardless of the number of motes or actions available, an evoker may only use spend a number of motes up to her evoker level on illuminations of a given base type (Blasts, Barriers, and Surges) in a round.
An evoker may alter or replace any of her known, innate, or persona illuminations freely whenever she gains a permanent evoker level. Illuminations are Supernatural effects.
Originally Posted by Sidebar: Illuminations and Multiple Evoker Classes
The rawest, purest form of radiant power a magical girl can evoke, blasts do precisely what their forthright moniker promises. Blasts pummel, scorch, or otherwise inflict raw damage on an evoker's enemies, scouring them away in a maelstrom of light. An evoker may possess understanding of Blast illuminations or Companion illuminations - not both. She selects her specialization upon gaining her first evoker level, and once made, this decision can never be reversed.
Evoking a Blast illumination is a standard action.
Calling to the world's radiance and the depths of an evoker's own heart and mind, Companion illuminations draw forth powerful allies for those that learn to harness their power. An evoker may possess understanding of Blast illuminations or Companion illuminations - not both. She selects her specialization upon gaining her first evoker level, and once made, this decision can never be reversed.
Companion illuminations are crafted differently from illuminations of other types. The Foundation component determines the nature of the summoned companion's basic and greater attacks. The Shape component, rather than determining targeting, determines the general body type of the companion, granting its defenses, size, and default modes of movement. Secondary components grant the companion additional bonuses and abilities.
Each Companion illumination represents a specific creature, and an evoker may only possess a single active companion at any given time. Injuries inflicted to a companion persist, even if it is dismissed and resummoned, though an evoker may fully heal all of her companions by focusing intently in a one minute ritual. Further, should a companion be reduced to zero or fewer HP, it fully discorporates and may not be resummoned until the evoker has spent a full eight hours in restful sleep (or her racial equivalent). As constructs of radiance and dreamstuff, companions possess the construct type, HD equal to the summoner's evoker level, and physical ability scores equal to her evoker stat. While individual companions may be sentient (effectively using the evoker's mental ability scores), and even possess individual personalities, they are still ultimately just reflections of the evoker's own mind. Despite possessing these scores, companions derive their statistics entirely from their components - they do not possess feats, skills, or other trappings of creature progression.
Evoking a Companion illumination for a companion that is not already summoned instantly dismisses any currently active companion, and manifests the new companion in an unoccupied square within 30'. Evoking a Companion illumination for an already active companion instead allows it to immediately use its Greater attack as a free action, and grants it Companion Focus, which may be expended to fuel various abilities.
Once summoned, a companion possesses a full complement of actions, and acts on its summoner's initiative each round (starting with the round it was summoned), but is only capable of using a limited selection of actions. As a move action, a companion may move its speed. As a standard action, it may use its basic attack. Depending on its components, the companion may possess additional options for actions. Whenever an evoker's companion makes an attack roll, it may benefit from any attack bonus currently benefiting the evoker other than base attack bonus or bonus derived from an ability score, in addition to any other listed modifiers to its attack roll. Whenever a companion would make a saving throw, it uses the evoker's saves.
Evoking a Companion illumination is a standard action. A companion may be dismissed at any time as a swift action.
By channeling her powers toward warding and defense rather than obliterating her foes, a magical girl can generate potent constructs known as barriers.
Unless otherwise specified, any effect granted to the edge of a barrier is two-way and indiscriminate, equally affecting those on both sides (including the evoker herself). Barriers have a base duration of one round.
Evoking a Barrier illumination is a move action.
The most complex and theoretically esoteric of all illuminations, Surges are the result of pure power channeled through the many facets of the evoker’s own being. Though ultimately as short-lived as all illuminations, surges can impart surprising and potent changes upon enemies and allies for their duration.
Effects delivered through a surge have a base duration of one round.
Evoking a Surge illumination is a swift action.
Last edited by Selinia; 2014-04-10 at 10:40 AM.
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- May 2010
Re: Tome of Radiance: Mastering the Power of Love and JusticeRadiant Armaments
The exotic, highly personalized equipment of a magical girl is in many ways inextricably twined with her own essence. No crude tools, they are physical manifestations of her inner light, with a singularity and truth of purpose few mortal craftsmen could ever hope to match. The armaments of an evoker are, to many, her symbol – her costume an icon by which others can remember her light.
While they may bear superficial resemblance to mortal weapons and armor, the equipment of an evoker maintains a power detached from its oft-whimsical appearance. Upon gaining the Radiant Armaments class feature, the magical girl selects device and costume archetypes that most closely match her attire, using their stats regardless of what her actual outfit consists of. An evoker is always proficient with the weapons and armor that form her costume.
A magical girl may summon her costume as a full-round action, and dismiss it with the same. Summoning or dismissing her device requires a move action. However, if she wishes, an evoker can compress her device into a small, innocuous trinket rather than dismissing it – compressing a device into, or retrieving it from, this storage form is an action equivalent to sheathing or drawing a weapon. It is possible to temporarily rob a magical girl of her device by stealing this trinket, but it will always find its way back to her if she spends 1d4+1 hours looking for it, regardless of the contrived circumstances needed to permit such a recovery.
Radiant Armaments always count as Masterwork, gaining all the benefits of such. Masterwork benefits have been accounted for in the following tables. An evoker’s costume and device may be enchanted normally, but the evoker herself must be present throughout the enchantment process for the effects to take hold. Radiant armaments brought into an antimagic field or similar effect will continue functioning normally, but any Armament Effects applied to them will be suppressed until exiting the field.
Armor Armor Bonus Maximum Dex Bonus Armor Check Penalty Arcane Spell Failure Chance Speed (30 ft.) Speed (20 ft.) Weight Light +4 +7 -1 10% 30 ft. 20 ft. 10 lbs. Medium +6 +5 -2 15% 20 ft. 15 ft. 15 lbs. Heavy +8 +3 -3 25% 20 ft. 15 ft. 25 lbs. Aura +0 --- 0 0% 30 ft. 20 ft. ---
Light: A light costume provides great resilience while hindering its wearer little, if at all. The most common form of armor across the different varieties of magical girl, light costumes frequently take the form of gowns, suits, dresses, or other unarmored clothing, revealing its protective prowess only when struck. A light costume counts as a suit of light armor.
Medium: Though such generalist armor is generally eschewed by common adventurers in favor of more extreme equipment, there are many magical girls who find a middle-of-the-road quite approach rewarding to their unique combat style. Like a heavy costume, a medium costume is quite clearly designed for defense, but is significantly less restrictive. A medium costume counts as a suit of medium armor.
Heavy: A heavy costume burdens its wearer, but offers much greater protection. Perhaps as a side effect of its more obvious presence, a heavy costume is far less likely to take a non-militant appearance. Often, it incorporates metal or leather into its design, forming itself as a stylized mimicry of armor in much the same way the a light costume mimics clothing. A heavy costume counts as suit of heavy armor.
Aura: Not all costumes manifest as discrete entities - some magical girls prefer to channel their radiant power directly, calling upon the pure power of her imbuements rather than distancing herself through the medium of some physical item. While an aura does little to protect its wielder directly, it allows her to effortlessly empower her armaments towards their full potential. So long as she is manifesting her aura, the evoker gains a number of motes equal to half her evoker level (minimum 1 mote), which are seperate from her normal mote pool and may not serve any function other than to be invested in imbuements or lightforge feats. While manifested, an aura invariably gives off some sort of tell-tale visual effect, such as patterns of glowing runes, or even transforming the evoker's skin to a shining coat of silver. An evoker manifesting an aura costume does not count as wearing armor, and loses the Armor bonus to AC of any armor she might currently be wearing. Armor bonuses from a non-armor source (such as a spell, or Bracers of Armor) still apply normally, as do any other bonuses to AC.
Weapon Damage (S) Damage (M) Critical Range Increment Weight Type Versatile 1d6 1d8 19-20/x2 --- 3 lbs. Special* Mighty 1d10 1d12 x3 --- 8 lbs. Special* Stance 1d4 1d6 x2 --- --- Special* Implement 1d3 1d4 x2 --- 3 lbs. Special* Bolt 1d8 1d10 19-20/x2 110 ft. 6 lbs. Special* Marksman 1d6 1d8 x3 90 ft. 4 lbs. Special* Tricky 1d4 1d6 19-20/x2 10 ft. 1 lb. Special* Flexible 1d4 1d6 x2 --- 3 lbs. Special* Vigilant 1d6 1d8 x2 --- 3 lbs. Special* Harmonious 1d3 1d4 x2 --- 4 lbs. Special*
*: At the same time she selects her device's archetype, an evoker may select its damage type (Piercing, Slashing, or Bludgeoning).
Versatile: A versatile device may be wielded as a one-handed or two-handed weapon. When an evoker wielding a versatile device readies her costume elements, she may select a single Device Effect to assign to her versatile weapon. She gains the benefit of the chosen Effect. This bonus device effect does not count against the evoker's limit, and she may not invest motes in it, or use its cartridge effect. Most commonly, weapons of the versatile archetype are modeled after swords, axes, or maces, but such unusual choices as a frying pan or still-living ferret are not entirely unheard of, and even the most mundane weapons are usually given a personal flair.
Mighty: A mighty device is wielded as a two-handed weapon. When making a full attack or a charge attack with a mighty device, an evoker may choose to forgo all attacks after the first. If she does so, her attack deals x2 damage, with the multiplier increasing by one for every attack sacrificed in this manner. If making a charge attack, she may not sacrifice additional attacks if she is unable to make more than one attack on a charge. Extra damage from a Blast, Strike maneuver, or similar effect is not multiplied on a hit. Mighty weapons are often exaggerated by their wielders, made to look far heavier and more powerful than they actually are. Upscaled weapons of almost any type may be wielded as a mighty weapon, and some eccentric magical girls go so far as to model their armament after something that, while heavy and large, is not a weapon at all.
Stance: A stance has no physical form, instead infusing the evoker’s body with radiant power when activated, allowing her to fight completely unarmed. While active, a stance grants the magical girl the benefits of the Improved Unarmed Strike feat, and gives her unarmed strike the properties shown on the above table. While using her stance, an evoker’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that the evoker may make unarmed strikes even with her hands full. There is no such thing as an off-hand attack for an evoker with this ability striking unarmed. While active, a stance invariably gives off some tell-tale visual effect – the evoker’s fists may glow brightly, or her body may be covered in luminous tattoos. Activating or deactivating her stance is an action equivalent to drawing or sheathing a weapon. An evoker with a stance active is still unarmed. An evoker with a stance weapon qualifies for feats as if she possessed the Improved Unarmed Strike feat, though she only gains their benefits while her stance is active unless she acquires Improved Unarmed Strike on her own. Lastly, an evoker manifesting a stance device may add her evoker stat modifier to her weapon damage rolls.
Implement: An evoker may only select the Implement device archetype if she is capable of manifesting Blast illuminations. An implement is wielded as a one-handed weapon. While of little is as actual weapons, an implement can serve as an invaluable aid in channeling simple illuminations. Whenever the evoker readies her illuminations, she may assign a single readied illumination to her implement. The chosen illumination must be a standard-action Blast illumination. As a full-round action, the wielder of an implement device may evoke its assigned illumination without expending motes. Implements are not generally intended to see heavy combat, serving purely as a focus for radiant power and little beyond that. As such, they tend to take inoffensive forms such as books, staves, or scepters.
Bolt: A bolt device is a ranged weapon, and requires two hands to fire. Bolt devices reload automatically, provide their own ammunition, and are incompatible with ammunition for other weapons. When attacking a target at great distances, a bolt device suffers only a -1 penalty for each range increment beyond the first. Additionally, an evoker wielding a bolt device may add one half her evoker stat modifier (rounded down) to her weapon damage rolls. Most commonly, these devices take the form of bow, guns, or heavy crossbows, but it is not unheard of for them to be formed in more exotic shapes – such as a pair of gloves that hurl and subsequently regenerate shards of razor-sharp crystal.
Marksman: A marksman device is a ranged weapon, and requires only one hand. Marksman weapons reload automatically, provide their own ammunition, and are incompatible with ammunition for other weapons. When attacking a target within the device's first range increment, the wielder of a marksman device may ignore miss chance due to cover on the first attack against a given target each round. This does not negate any other effect of cover. Marksman weapons most frequently manifest as hand crossbows, pistols, or thrown weapons of some sort, but some evokers manifest them as trinkets that fire bolts of solid force, or other strange compositions.
Tricky: A tricky device is wielded as a light melee weapon, and may be used as a thrown weapon. An evoker attacking with a tricky device may choose to use her Dexterity modifier in place of her Strength when calculating weapon damage. Additionally, after being thrown, a tricky device immediately returns to the evoker's hand, ready to be used again. devices often take the form of lightweight, subtle objects such as needles, fans, daggers, or even a handful of dice.
Flexible: A flexible device is wielded as a light melee weapon, and possesses a reach of 15 feet. Unlike most reach weapons, the wielder of a flexible weapon may attack freely into adjacent spaces, and does not threaten the space into which she could make an attack. Flexible devices generally manifest as ribbons, chains, whips, or streamers of pure energy. While the specifics vary from evoker to evoker, most magical girls wield a flexible device like a living thing, dancing a twisting both in and out of combat, seemingly of its own accord.
Vigilant: A vigilant device may wielded as a one-handed or two-handed weapon. A vigilant device is a reach weapon, but an evoker may shift her stance with a vigilant weapon, allowing her to wield it as a standard melee weapon. Changing between reach and standard stances with a vigilant device is a swift action, or a free action if the evoker is wielding the device two-handed. Evokers often manifest vigilant devices in the guise of polearms, lances, spears, and other weapons with the sort of reach this device archetype provides. Others choose to manifest a smaller weapon, reach becoming apparent as it lashes out with a razor-sharp shockwave of radiant power.
Harmonious: An evoker may only select the Harmonious device archetype if she is capable of manifesting Companion illuminations. A harmonious device is wielded as a one-handed weapon. As a full-round action, the wielder of a harmonious device may command her currently active companion to move as if it had taken a move action to move, then execute its basic attack once. If the evoker somehow has multiple active companions, she may command only one of them in this manner. A harmonious device is generally not intended to see much use as an actual weapon, and most often takes the form of a tool by which an evoker may communicate with her companions. Instruments are by far the most common manifestation of this device archetype, but among crueler evokers whips and other implements of punishment are not unheard of.
Though all evokers draw upon the same reservoir of basic templates for their radiant armaments, it is rare indeed for any two devices or costumes to be entirely alike. Evokers are capable of infusing their costumes with powerful effects known as Imbuements, or more generally, Armament Effects. Doing so saturates their equipment with radiant powers that take hold when worn. An evoker does not need to 'learn' armament effects - she may access the full list at any time, and may imbue her costume and device with any combination of them with a five-minute ritual, which she may undertake as part of the same ritual she uses to prepare illuminations. An evoker may only infuse her costume with a limited number of embellishments at any given time, as shown on their individual class tables.
A magical girl may further empower her costume by imbuing her various armament effects with motes. As a swift action, she may allocate motes freely in any number of her armament effects, up to a maximum of [Evoker level] motes in any single effect. As a free action, she may remove the motes from any armament effects imbued on her equipment - this may be done on her turn before her motes refresh, if she wishes. Motes invested in such effects are removed from the evoker’s mote pool, and do not return when her pool refreshes. If points are removed from her armament effects, the evoker regenerates them as normal when her mote pool next refreshes.
Indisputably the oldest of all armament effects, this simple infusion was born at the dawn of time itself. It has existed, in countless different forms, from the very first time a mortal opened her heart to the light and let it flow through her to shape the world. As such, there is no easily defined ‘default’ manifestation for this effect. It is unique to each individual evoker, bringing her weapon closer to her personal vision of an ideal tool. Blades sharpen, grips tighten, and balance perfects itself until the weapon feels like nothing so much as a flawless extension of its wielder’s own body.
Effect: The evoker’s weapon gains a +1 enhancement bonus, or increases an existing enhancement bonus by +1. This increase is not subject to the normal limit of a +5 enhancement bonus on a magic weapon.
Essence Boost: For every 3m invested in this costume element, the enhancement bonus increases by +1.
Cartridge Boost: When a cartridge is expended to fuel the effect, the evoker may convert any amount of the enhancement bonus granted by this effect into various weapon enchantments. This does not allow the evoker to convert points of enhancement bonus that do not stem from this effect, and she may not reduce the weapon’s total enhancement bonus below +1 by converting it into enchantments. This effect lasts a number of rounds equal to the champion’s Charisma modifier.
For all their imagery as instruments of light and justice, at the end of the day a device's true purpose is no different from any other weapon's - it is a tool of bloodshed, nothing less. Many evokers, particularly those newly come into their power, shy from acknowledging this, but those who realize the truth have long made use of this particularly brutal enhancement. A berserking weapon is often serrated or spined, or inlaid with subtle grooves to channel the blood of those it strikes. When imbued with motes, an evoker might well find it twitching in her grasp, ever eager to bathe in crimson once again.
Effect: Whenever the evoker damages a creature with the device, the target is afflicted with a vulnerability to further radiant assault. This vulnerability causes them to take an additional 3 damage whenever they are damaged by one of the evoker's illuminations. This vulnerability lasts one minute, and stacks up to five times. If multiple stacks are applied at different strengths, the evoker may choose to overwrite weaker stacks with stronger ones when applying them.
Essence Boost: For every 3m invested in this costume element, the vulnerability inflicted by this effect increases by 1 per stack. For every 6m invested in this effect, you may target an additional creature within reach whenever you make a melee attack with your device, or an additional target adjacent to your initial target when making a ranged attack with your device. You may not target the same creature twice with the same attack.
Cartridge Boost: When a cartridge is expended to fuel the effect, the evoker channels a surge of pure, radiant violence to deal damage to any creature currently suffering a vulnerability to illumination. This damage my not be reduced or mitigated in any way, and is equal to [3 * the creature's current vulnerability to the evoker's illuminations].
Finesse and cunning have their place, but to some evokers, there is no expression of power truer to their hearts than simply flattening an opponent with sheer brute force. Devices manifesting this effect are, as one might expect, outlandishly large and heavy - the exact aesthetics are quite variable, but oversized devices are nearly always styled to emphasize their raw power. When imbued with motes, the device often manifests additional weighty trappings to aid in battering enemies into submission.
Effect: The evoker’s device deals additional damage with attacks equal to its base weapon damage - thus, a device that normally deals 1d8 damage now deals 2d8 damage. Additionally, the weight of the device increases by x10. The evoker may ignore this increase in weight for the purpose of determining her encumbrance.
Essence Boost: For every 2m invested in this device effect, the evoker gains a +1 bonus on trip and bull rush attempts. If at least 6m are invested in this effect, the evoker may use these maneuvers against opponents of any size, and no longer needs to move with her target when bull rushing if she wishes to push them the full distance. If at least 12m are invested in this effect, the evoker may make a free trip or bull rush attempt against a target whenever she deals at least 20 damage with a single weapon attack. For every size category her target is above medium, the required damage increases by +20.
Cartridge Boost: Whenever the evoker successfully trips an opponent, she may expend a cartridge to temporarily amplify the weight of her device to impossible levels, trapping her opponent beneath its mass. The target is pinned, as if from a grapple. Escaping this pin requires a standard action, and a successful strength or dexterity check, opposed by the evoker's strength check - the evoker receives a +2 bonus on this check. Unlike a normal grapple, the evoker may not use her device for anything else, but is otherwise unrestricted in her actions. If the target escapes, this effect immediately ends - otherwise, it ends after a number of rounds equal to the champion's Charisma modifier.
The warriors of light rarely are so fortunate as to do battle on even terms – often, a single protector must do battle against a veritable tide of foes, holding back those who would harm her allies. Said to have been first manifested by a brother and sister defending their town against an invading army, this costume element grants an evoker an uncannily acute perception of her surroundings. Most often, this costume element manifests as a series of multifaceted gemstones or polished mirrors, sparkling with inner light as they passively scan the environment for incoming threats. When infused with motes, this glimmer becomes a constant, steady glow, and sleek lines of data-carrying luminous essence crisscross the weapon’s surface.
Effect: The evoker gains a +2 bonus to attack rolls on attacks of opportunity, and the DC for enemies to tumble through spaces she threatens is increased by +3.
Essence Boost: For every 2m invested in this effect, the bonus to attacks of opportunity increases by +1, and the bonus to Tumble DCs increases by +2. If at least 8m are invested in this effect, any enemy who leaves a square she threatens provokes an attack of opportunity from the magical girl, even if they are taking a 5’ step or other form of movement that does not normally provoke attacks of opportunity.
Cartridge Boost: When a cartridge is expended to fuel this effect, enemies who enter spaces she threatens provoke attacks of opportunity from the champion. This effect lasts for a number of rounds equal to the champion’s Charisma modifier.
Across countless worlds, light and time are inextricably intertwined. The rise and fall of the sun, moon, and stars mark the passage of the sands in the cosmic hourglass. It should come as no surprise then that to those born of the light have a unique association with time – in times of great need, an evoker manifesting this effect may find themselves granted a reprieve from what most would consider inevitable, turning back their mistakes in search of a perfect moment. This device effect often embeds at least one timepiece on the evoker’s equipment; be it a clock, an hourglass, or even a sundial. When infused with motes, these ornaments spring to life with a whirring of tiny gears and flowing sand, mechanisms ticking along with the march of seconds.
Effect: The evoker may, once per encounter, reroll a single attack roll, damage roll, or opposed skill check. She must accept the result of this new roll, even if it is worse than the original. If she has an evoker level of at least 8, she may use this ability twice per encounter. If she has an evoker level of at least 16, she may use it three times per encounter. If used out of combat, one use of this effect is exhausted until the beginning of the next combat.
Essence Boost: For every 3m invested in this effect when its reroll is expended, the evoker may roll the results an additional time if the initial reroll gives unsatisfactory results. The evoker is not obliged to use all the rerolls available to her, and may accept her roll at any point in the process.
Cartridge Boost: When a cartridge is expended to fuel this effect, the champion gains an additional opportunity to reroll for the present encounter. If this extra reroll is not used within a number of rounds equal to the champion’s Charisma modifier, it is lost.
Light, and those who wield it, are quite often the center of attention, like it or not. Their powers are flashy, glamorous, and often relatively unknown to those unfamiliar with the various branches of magic. Some evokers shy from such a role, but many embrace it wholeheartedly, making the battlefield their stage and their powers a personal spotlight. First crafted by such enthusiasts, this gaudy but undeniably effective device element allows an evoker to house a measure of her personal radiance in her device for later use. This costume effect most commonly manifests by embossing a weapon with precious metals and jewels of incalculable value. When infused with motes, radiant energy seeps from the weapon itself, leaving a shimmering trail of light whenever it is swung.
Effect: The save DC of any illuminations used by the evoker increases by +1.
Essence Boost: By investing motes into this effect, an evoker can store illuminations for later use. Doing so requires a number of motes be invested equal to the cost of the stored illumination. This illumination may be used at any time. Instead of expending motes, using a stored illumination causes all motes to immediately uninvest from this effect, returning to the evoker’s mote pool (despite uninvested motes not normally returning to the mote pool until it refreshes). An evoker may only store an illumination she currently has readied - if she at any point no longer has the stored illumination as a readied illumination, the motes invested in this effect automatically uninvest themselves. Unlike with most costume effects, placing motes into this effect requires a full-round action, rather than as part of the swift action that usually allows reallocation of motes into a costume.
Cartridge Boost: When a cartridge is expended to fuel this effect, the champion’s mote pool immediately refreshes, as if at the beginning of a new turn.
Though her inner radiance gives her many powers, there are some foes that magical girls simply cannot effectively harm. They lack the brute strength to cleave through the steely hides of beasts fortified by artifice or arcana, and many of the fiends that make up some of their most persistent foes enjoy innate protection from the blows of any mortal weapon. Despite the grave disadvantages they face, some particularly bold evokers have nonetheless taken up the challenge of hunting such monsters down, learning to temper their resolve into a weapon that can strike down any foe.
Effect: The attacks of the evoker ignore 3 points of damage resistance or hardness, and she gains a +1 bonus on rolls made to confirm critical hits.
Essence Boost: For every 1m invested in this effect, the evoker's attacks bypass an addition point of DR. For every 2m invested in this effect, she gains an additional +1 on rolls to confirm critical hits. If at least 6m is invested in this effect, any creature dealt damage by the evoker's device loses any fast healing or regeneration it might possess for one round.
Cartridge Boost: When a cartridge is expended to fuel this effect, the champion's attacks leave behind a powerful mystical residue that prevents enemies from simply shrugging of their wounds. Targets dealt damage by the evoker's device become unable to receive supernatural healing until this effect wears off. This effect lasts a number of rounds equal to the champion's Charisma modifier.
Long ago, in a city ruled by force and fear, a single girl rose up to wield the light on behalf of her people. Seeing her standing unafraid before his palace, the ruler of the city was infuriated, ordering his legions of guards to execute the girl where she stood. Yet however many dozens of soldiers charged this lone evoker, none could seem to so much as scratch her armor. Her unwavering defiance drove the common folk to rise up as one, and it was not long until evokers across the land had devised costume elements to mimic that which had wrought such a miracle. A costume manifesting this element grows thick and solid, often forming metal plates to protect vital areas and giving even cloth a stiffness and rigidity capable of repelling blows. When infused with motes, the resilience of her armor permeates the evoker’s own body – faint pulses of light can be seen beneath her skin, and strikes against even exposed flesh rebound as if their target were made of living steel.
Effect: The evoker gains DR 1/Adamantine. Additionally, she gains 25% fortification, giving her a chance to negate any sneak attack or critical hit and force damage to be rolled normally.
Essence Boost: Every 1m invested in this effect increases the granted fortification by 5%. Every 3m invested in this effect increases the granted DR by 2. If at least 12m have been invested in this effect, the damage reduction become DR X/-, and may no longer be overcome with an adamantine weapon.
Cartridge Boost: When a cartridge is expended to fuel this effect, the champion can call upon a mighty surge of bravado and issue a challenge near-impossible to ignore. The evoker designates one target within 60’, which must make a Will saving throw against a DC equal to the save DC of the champion’s Illuminations. Should it succeed, the cartridge is expended, and the effect wasted. Should it fail this saving throw, its mind is overwhelmed by the force of the challenge, and it is considered blinded when attacking any creature other than the champion who triggered this boost. This effect lasts for a number of rounds equal to the champion’s Charisma modifier, or until the champion ends her turn more than 60’ from her target, whichever comes first.
Legends have always occupied a special sort space in the minds of mortals - larger than life, and always as strong as they need be. A hero may bear the weight of the world on their shoulders and stand unbowed, or shatter the heaviest of chains with a simple flexing of their muscles. It is difficult to say whether such legends inspired this costume effect or the other way around, but its effects are undeniable.
Effect: The evoker gains a +3 bonus to grapple checks, strength checks, strength-based skill checks, and her effective Strength score for the purpose of determining carrying capacity. Additionally, she may multiply her carrying capacity by 2. Additionally, when you succeed in grappling a creature, you may attempt to hold them at bay using only a single hand. Doing so prevents you from becoming grappled yourself (allowing you to keep your dexterity bonus to AC, continue to threaten an area, and use any remaining limbs freely), but inflicts a -10 penalty on all checks to sustain the grapple.
Essence Boost: For every 2m invested in this effect, the bonus to grapple checks, strength checks, strength-based skill checks, and effective strength for determining carrying capacity increases by +1. For every 4m invested in this effect, the multiplier on carrying capacity increases by 1. If at least 9m are invested in this effect, the evoker gains Powerful Build, functioning identically to the Half-Giant trait of the same name.
Cartridge Boost: When a cartridge is expended to fuel this effect, the champion temporarily assumes a herculean stature. This increases her size category by one, and grants her a +2 bonus to strength and a +1 bonus to natural armor (which replace the normal bonuses for changing size). If the evoker wishes, all equipment she is currently wearing or carrying is similarly enlarged. This effect lasts for a number of rounds equal to the champion's Charisma modifier, and does not stack with other temporary effects which increase size, such as Enlarge Person.
Light is not simply ‘fast’. It is, by the measurements of most sages, the very benchmark by which all other speed is measured. It travels at rates mortals simply cannot comprehend, traversing the endless expanses of emptiness between sun, moon, stars, and the worlds of mortals far below. This costume effect seeks to tap a tiny portion of that swiftness and freedom, letting its wearer dance across the battlefield like the light she wields. In most cases, this effect modifies a costume to be sleeker and more aerodynamic: excess material is cut away, and that which remains hugs close to its wearer’s body. When infused with motes, this progresses dramatically, and this costume effect has gained a degree of infamy in some circles for the enthusiasm with which some evokers designate portions of their attire as ‘excess’.
Effect: The evoker gains a +5 bonus to Jump, Swim, Climb, Tumble, and Balance checks. Additionally, she does not suffer any reduction to speed from wearing armor or carrying a medium or heavy load. All other penalties of being overburdened still apply, and she is still incapable of carrying more than her maximum load.
Essence Boost: For every 3m invested in this effect, the evoker’s base land speed increases by 10 feet.
Cartridge Boost: When a cartridge is expended to fuel this effect, the champion may teleport a distance up to three times her highest movement speed. She must be able to trace a viable movement path from her initial location to her destination. In this movement, she may pass through enemies, difficult terrain, and any space large enough to squeeze through without hindrance, but cannot penetrate solid matter. This is an instantaneous effect.
Many evokers feel a strong connection with an aspect of nature, particularly in its purest and most primal forms. Those who take this connection beyond mere idle admiration often manifest this costume element, imbuing themselves with the power of the building blocks of creation itself. These evokers often develop an iconic association with their favored element, inexorably linking themselves to it in the public eye. This element most often manifests by shifting the color scheme and design of the costume to a palette associated with the chosen element. When infused with motes, the costume often begins to manifest direct incarnations of the chosen element – crystalline spikes of ice, a cloak of flame, or a softly dripping sheen of caustic acid.
Effect: Upon manifesting this costume element, the evoker must choose an energy type (Acid, Cold, Electricity, Fire, or Sonic). She gains Resist 5 to that energy type. Additionally, whenever she deals damage of that type using a blast illumination, that illumination deals an additional +1 damage per die.
Essence Boost: For every 2m invested in this effect, the resistance to the chosen energy increases by 5. For every 6m invested in this effect, the boost to illuminations dealing damage of the chosen element increases by +1.
Cartridge Boost: When a cartridge is expended to fuel this effect, elemental essence surges throughout the champion’s body, letting her draw power from the element she exemplifies. For each point of energy damage she resists with this ability, the champion restores 2 HP. This effect lasts for a number of rounds equal to the champion’s Charisma modifier.
For all the glory and wonder of the light, sometimes its children must by necessity walk in places without it. Even in the shadows, however, light turns to the aid of a magical girl, bending around her and shielding her from the sight of those from whom she wishes to stay hidden. Though this costume effect is frowned upon by some evokers as duplicitous and underhanded, there are many who favor it - and the chance to avoid violence that it represents. This effect most commonly manifests as a subdued palette of environmental hues, lightweight material extending to cover as much of the evoker's body as possible with the unobtrusive designs. When infused with motes, the patterns of the costume begin to shift and shimmer, actively changing hue to better blend with the environment.
Effect: The evoker gains a +3 bonus to Hide and Move Silently checks.
Essence Boost: For every 3m invested in this effect, the bonus to Hide and Move Silently checks increases by +2. If at least 9m is invested in this effect, the evoker may move up to her normal speed without incurring penalties on hide or move silently checks. If at least 15m have been invested in this effect, she may attempt to hide even while being observed.
Cartridge Boost: When a cartridge is expended to fuel this effect, light itself ignores the champion's presence, passing through her without a trace. She becomes invisible for a number of rounds equal to her Charisma modifier. Attacking does not break the invisibility, but it reduces the remaining duration by one round. Only one round may lost from the duration of this effect each turn, regardless of how many attacks are made.
Some students of more refined forms of mysticism have an unfortunate tendency to glare down their oft-bespectacled noses at magical girls. Like warlocks, more than a few face prejudice for the fact their their powers are not 'real' magic. Most magical girls laugh off such nonsensical accusations with hardly a thought, but at least one took the time to devise a costume element to show those snooty magi what-for. While modern magical girls may not approve of the sentiment of petty revenge, many still pay thanks for the astoundingly useful effect devised in its pursuit. This costume element most frequently manifests as a display of intricate runic embroidery - often this is meaningless gibberish, but some magical girls make an effort to give their designs some measure of coherence. When infused with motes, these runes gleam brightly with an inner power, and the magical girl can be seen to be surrounded by a nearly invisible crystalline barrier, occasionally glinting with polychromatic light.
Effect: The evoker gains Spell Resistance 10 and Power Resistance 10.
Essence Boost: For every 4m invested in this effect, the SR and PR each increase by 5.
Cartridge Boost: When the evoker's SR or PR successfully blocks a spell or power, she may expend a cartridge as an immediate action to turn it back upon its caster. A spell or power reversed in this manner retains all its original parameters - only the target changes. This cartridge effect can only be triggered in retaliation to effects that target the evoker.
None can say for certain where or by whom this costume element was devised. Perhaps it was a cunning soldier, recognizing the advantages that came with a vantage high above the battlefield. Perhaps it was an explorer, wondering what mysteries lay just out of reach for those who walked the earth below. Or perhaps it was simply an idle dreamer, caught up in a whim to fly like the birds and taste the freedom of the skies. Whatever its origin, it has since been applied to every purpose imaginable, as one of the most popular and practical powers any evoker can manifest. The Weightless effect tends to add ribbons, tassels, and long, flowing cuts of cloth to a costume, whirling about with the evoker’s movements. When infused with motes, the entire costume seems to float untouched by gravity, and to billow softly in a wind no others can feel.
Effect: The evoker gains a fly speed equal to her base land speed, with clumsy maneuverability. However, this flight is exceedingly short-lived, and the evoker must end any movement on solid ground or fall immediately.
Essence Boost: For every 2m invested in this effect, the maneuverability of the evoker increases by one step, to a maximum of Perfect. If at least 6m are invested in this effect, the evoker no longer needs to end her turn on solid ground, and may fly and hover freely (even if her maneuverability is not good enough to hover under normal circumstances). If at least 12m have been invested in this effect, the evoker’s flight speed doubles.
Cartridge Boost: When a cartridge is expended to fuel this effect, the champion’s costume is empowered to the point where it can rid her not only of weight, but of mass as well. Until the end of her turn, the champion becomes Incorporeal, gaining all the effects and penalties associated with that subtype. This effect lasts for a number of rounds equal to the champion’s Charisma modifier, but is only active during her own turns.
Though many modern evokers prefer the comfort of cities and the companionship of their fellow mortals, there was a time in which the wielders of light were friends to all living things upon the world. Animals are simple creatures, and are instinctively drawn to the passion and warmth of an evoker's inner fire. The Wild costume element arose from those who returned this affection, bonding with and learning from the inhabitants of those wild places which yet remain in the world. A costume manifesting this element tends to display prominent animalistic features: rabbit ears, a cat's tail, or even the elaborate tattoos in the pattern of a one beast or another. When infused with motes, these features take on a life of their own - no longer simple props, they often seem to merge with the evoker, becoming flesh-and-blood in their own right.
Effect: The evoker gains a form of Wild Empathy. This functions identically to the Druid ability of the same name, save that the evoker uses [Evoker Level + Evoker Stat] to calculate her Wild Empathy bonus. Additionally, she may make a Wild Empathy check as a standard action, without suffering any penalties for rushing.
Essence Boost: For every 1m invested in this effect the evoker gains a +1 bonus to Handle Animal, Survival, and Ride checks. For every 2m invested in this effect, she gains a +1 bonus to Wild Empathy checks. If at least 4m are invested in this effect, the evoker gains Scent out to a range of 10' - this range increases by 10' for every additional 4m invested in this effect. If at least 8m are invested in this effect, the evoker gains the benefits of the Track feat (if she does not already possess it). If at least 12m are invested in this effect, the evoker is considered to be under the effect of a Speak With Animals spell at all times.
Cartridge Boost: When a cartridge is expended to fuel this effect, the champion may summon an animal of her choosing into an unoccupied, adjacent space. She may select any creature of the animal type possessing HD no greater than 3/4 her evoker level, and the summoned animal is in all respects ordinary for a creature of its type. The summoned animal will follow the champion's instructions to the best of its ability, and acts on the her initiative, beginning on the turn it is summoned. The creature remains for a number of rounds equal to the champion's Charisma modifier before vanishing once more. If the champion attempts to use this cartridge effect a second time while the summoned animal is still present, the original summoned creature is immediately dismissed, regardless of how many rounds might remain in its duration.
Last edited by Selinia; 2014-04-26 at 03:30 AM.
- Join Date
- May 2010
Re: Tome of Radiance: Mastering the Power of Love and JusticeFeats
Lightforge Feats: Not content with the costumes granted them, many magical girls actively train with and study the power of their costumes. Often, this gives rise to knowledge of lightforging - the ability to channel radiance into other attributes in much the same manner as a costume.
Lightforge feats may have motes invested in them in exactly the same manner as costume elements, often enhancing their effects dramatically or unlocking entirely new functions.
Soulbond Feats: Most adventuring parties - indeed, most healthy friendships in any walk of life - share a sense of camaraderie and trust that aids them in their endeavors. Some relationships, however, go beyond this, entwining two lives to such an extent their their very souls are bonded together. Soulbond feats can represent anything from romantic love to a pair of con men who've stuck together through good times and bad, but the relationship that powers them should always be one of profound importance to a character.
A character gains no benefit from soulbond feats until they craft a soulbond with another individual with the Craft Soulbond feat. Otherwise, the feats function as normal. Soulbound partners need not select the same feats, and in fact, neither partner is compelled to select soulbond feats beyond Craft Soulbond if they do not wish to do so - each partner benefits from her own selection of Soulbond feats independently of the other.
Though you have not yet answered the call to the path of radiance, and perhaps never will, a spark of infinite potential lies deep within your soul.
Prerequisites: Must not possess a mote pool.
Benefit: You may craft a single illumination of any kind, freely accessing any components without regard to class restrictions. This illumination may possess a mote cost of up to half your HD (to a minimum cost of 1m), and may be replaced whenever you gain a permanent HD. You may select your evoker stat for this illumination from Intelligence, Wisdom, or Charisma upon taking this feat. Once chosen, the evoker stat may not be altered. This single illumination may be evoked normally, but does not require the expenditure of motes and retains its mote cost only for the purpose of determining its effects. Once evoked, this illumination may not be evoked again until you have spent one minute concentrating on rekindling your spark of inner light.
Special: If you should at some point gain a mote pool, you may choose to exchange this feat for Practiced Evoker at that time.
You are a seemingly inexhaustible wellspring of lucent energy.
Prerequisites: Luminous Reservoir class feature
Benefit: Your luminous reservoir holds an additional two motes for every three motes of its base capacity.
Special: You may take this feat multiple times. Its effects stack.
Such is your spirit of invention that you have found ways to tinker even with the radiance of your own soul.
Prerequisites: Stargazer Level 6th
Benefit: You may add one to your stargazer Illuminations Known list. Unlike most illuminations, the illumination you gain with this ability may be recrafted whenever you prepare your illuminations, up to a maximum of once per day. This crafting functions exactly as recrafting illuminations upon gaining a level does.
When the chips are down, your radiance burns through your very soul, illuminating you with a force beyond compare... but not without cost.
Prerequisites: Evoker level 2nd
Benefit: When you evoke an illumination, you may choose to burn your own essence to empower it as a free action. Doing so increases its mote cost by 50% (rounding down) for the purposes of determining the effect of the illumination's foundation. After the empowered illumination is resolved, you take 1d4 points of ability burn to your evoker stat. This ability burn does not fade until you have spent at least eight hours in restful sleep, or a racial equivalent, at which point it is healed completely.
Your resplendent power makes you almost impossible to ignore.
Prerequisites: Illuminations class feature
Benefit: Whenever you deal damage with an illumination or inflict an evoker's mark via the challenge blast component, you may choose to distract some or all of the affected creatures. Creatures distracted in this manner take a penalty to attack rolls against any creature other than you. This penalty is equal to [1 + 1/4 the triggering illumination's mote cost], and lasts until the affected creature is no longer afflicted with an evoker's mark or until the end of your next turn, whichever comes last.
Your radiant armaments possess an unusually strong bond with you, and shine with a power greater than that wielded by others of your kind.
Prerequisites: Radiant Armaments class feature, must be able to imbue armaments with at least two imbuements at once
Benefit: Your maximum number of active imbuements increases by one.
You have a distinct knack for a particular form of radiant power, though you occasionally lose sight of the bigger picture when caught up in your power.
Prerequisites: Illuminations class feature
Benefit: Select a single type of illumination you are capable of evoking - blasts, barriers, companions, or surges. If you have evoked no illuminations of any other type on your turn, you may elect to spend a number of motes on illuminations of your chosen type up to [Evoker Level * 1.5]. Once you have spent a number of motes greater than your evoker level on a single illumination type, you may not evoke illuminations of any other type until the start of your next turn. This feat in no way alters the maximum mote cost of your individual illuminations.
Your device is more than a mere weapon - it is an ally, bold and true.
Prerequisites: Radiant Armaments class feature, Evoker level 2nd
Benefits: Your device becomes an Intelligent Item. You may assign mental ability scores and powers to your device freely, so long as the sum of all base price modifiers you add to it does not total more than [500 * your evoker level] gp. Whenever your evoker level permanently increases, you may reassign powers freely, using the increased limit offered by your new level. Your device's alignment matches yours at the time you take this feat, and it views service to you as its utmost purpose.
Special: Upon reaching evoker level 10, the maximum sum of all base price modifiers for your device becomes [1000 * evoker level].
Special: If you possess multiple devices, a single intelligence inhabits all of them, though it may only occupy one device at a time. The device intelligence may jump into a new device as you summon it as a free action, or into one of your other devices within 5' as a swift action.
Your curiosity regarding the inner workings of your power has led you to uncover abilities not normally harnessed by evokers of your discipline.
Prerequisites: Illuminations class feature
Benefit: Select three illumination components, which may be Foundation, Shape or Secondary components of any of the four basic illumination types. These components are henceforth considered to be available to you, regardless of your evoker class. This does not allow you to access illuminations of a type normally forbidden to you, such as blast illuminations to a champion who uses companions.
Special: You may take this feat multiple times. Each time you take this feat, you may add three additional components to your class list.
Your companions spring forth from your illuminant magic fully alert and ready to do battle with your foes.
Prerequisites: Must be able to evoke Companion illuminations
Benefit: When you use a companion illumination to summon a companion, it may immediately make its Greater Attack as a free action.
Your signature illuminations have been so thoroughly practiced that their use is second nature to you.
Prerequisites: Complex Formula class feature
Benefit: When you evoke one of your complex formula, it consumes only half the usual amount of motes. The effects of the illumination are unchanged - only the actual payment is reduced by this effect.
Even against the most terrible of blows, against wounds that by all rights ought to be fatal, you find the reasons and willpower to stubbornly cling to life.
Prerequisites: Must possess a mote pool
Benefit: When you would die as a result of hit point damage, so long as you have at least one point in your mote pool, you may instead trigger this feat. Doing so instantly reduces your mote pool to 0, nullifies the damage that killed you, sets your hit point total to -9, and automatically stabilizes you. After triggering this feat, your mote pool will not refresh for one minute.
Your blazing passion for combat allows you to unleash the true potential of your radiant armaments.
Prerequisites: Limit Form class feature
Benefit: When you utilize the limit form of one of your radiant armaments, the virtual investment increases by 2m beyond the usual maximum. For every four evoker levels you possess, this boost increases by an additional 2m.
The primal energies in your radiant powers are highly unstable, prone to dance along the spectrum at the slightest fluctuation of your mood.
Prerequisites: Illuminations class feature, Must be able to evoke blast illuminations
Benefit: As a swift action, you may change the elemental attunement of the prism component of a single blast illumination you currently have readied.
Your studies in other subjects have not led you to neglect your inner radiance. It may not be the sole focus of your training, but your luminous spirit burns bright as ever.
Prerequisites: Illuminations class feature
Benefit: Your evoker level increases by two, up to a maximum of your HD.
Special: You may take this feat multiple times. Its effects stack.
Most magical girls wield a single suit of resplendent equipment, but for you, such limits are unwelcome. You have called forth from your spirit additional tools, honing your skills with wide and varied armaments of light so as to be ready for any eventuality.
Prerequisites: Radiant Armaments class feature
Benefit: You gain an additional device, or an additional costume. This extra device or costume's archetype may be selected from any of those available. You may still only manifest a single device and a single costume at any given time - you select which one you wish to manifest when summoning your armaments.
Special: You may take this feat multiple times. You may select a new device or costume each time.
Special: If you possess the Twinned Device feat, you may summon another device from your arsenal in place of a copy of the original. You may select what combination of devices to summon whenever you manifest them.
Special: You may qualify for feats that require a specific archetype of device using the archetype of any device you own, but you only gain the benefits of such feats when actually wielding a suitable device.
You have learned to harness the power of your personal radiance to fuel your other magics.
Prerequisites: Illuminations class feature, Spellcasting or Manifesting class feature
Benefit: Select a single spellcasting or manifesting class you have levels in. For the purposes of determining bonus spells per day, bonus power points, and save DCs, you may use your evoker stat in place of whatever ability scores are normally used to determine those values.
Special: You may take this feat multiple times. Each time you do, you must select a different spellcasting or manifesting class.
Student of the Light
Your understanding of your radiant power is without peer, and you learn new illuminations with ease.
Prerequisites: Illuminations class feature, must be able to ready illuminations
Benefit: Your number of known illuminations increases by one. If you possess more than one evoker class capable of readying illuminations, you must select one class to gain this benefit. For every ten illuminations you know for the chosen class from sources other than this feat, your number of known illuminations increases by an additional one.
Special: You may take this feat multiple times. Each time you do, you must select a different eligible evoker class.
Time to Shine
Your link to the primal consciousness is unusually deep - when your open yourself to the light, it is all you can do not to be swept away with the force of the tide.
Prerequisites: Manifest Persona class feature, evoker level 2nd
Benefit: When you change personas, you may choose to simultaneously manifest one of the illuminations from your new persona by expending the appropriate action. This allows the new illumination to be evoked with the same motes expended on shifting personas. The foundation component of an illumination manifested in this manner functions as if the illumination possessed a mote cost equal to half its actual mote cost - otherwise, its effects resolve normally.
Your aspects come and go as they please, and you find your powers are in a state of constant flux.
Prerequisites: Manifest Persona class feature, access to Lesser Aspects
Benefit: Select a single aspect, which must be chosen from a tier at least one lower than the highest tier of aspect you can select. Whenever you wake from at least eight hours of restful sleep (or your racial equivalent), you may exchange the chosen aspect for the usual aspect of one of your personas. This exchange lasts until you next wake from at least eight hours of restful sleep (or your racial equivalent), at which point the aspect is dismissed once more and may be immediately reassigned or ignored as you please. This effect in no way alters the illuminations associated with that persona, merely the effects of its aspect. You may exchange this bonus aspect for another legal option whenever you gain a permanent evoker level.
SpoilerTwinned Device [Lightforge]
The device of a magical girl is no simple hunk of metal - it is an idea, an infinite concept. You have realized this. And you have realized that so long as you hold your device, you have access to all the weapons you could ever need.
Prerequisites: Radiant Armaments class feature
Benefit: You gain a second device, identical in every way to your first. Any Enhanced Armaments effects, costume effects, or enchantments applied to your device apply to both weapons.
For every 3m invested in this feat, you gain an additional copy of your device. You may wield these copies if you have the hands to wield them all - weapons beyond your capacity to hold simply hang in the air beside you, guided by your will and radiant power. Weapons that you do not or cannot wield are still capable of aiding in your attacks: whenever you take a full attack action, enemies within the reach of your device (for a melee device) or within 10' of your target (for a ranged device) take damage equal to [device's base damage * number of floating devices]. A successful reflex save halves this damage.
Blazing Aegis [Lightforge]
Such is your resolve to protect - protect your friends, your family, your home, or perhaps simply protect yourself and live a life worth living - that you have called it forth in physical form as a mighty ward against danger.
Prerequisites: Radiant Armaments class feature, must possess a Marksman or Versatile device
Benefit: When summoning your device, or retrieving it from storage form, you may simultaneously conjure a radiant shield in your off-hand. The shield functions identically to a buckler, a heavy light shield, a heavy shield, or a tower shield (with the form being chosen each time it is manifested) and possesses a shield bonus to AC 1 greater than usual for a shield of its type. Your radiant shield can be enchanted normally, but you must be present throughout the entire enchantment process.
For every 3m invested in this feat, the shield bonus granted by your shield increases by +1. If at least 3m are invested in this effect, adjacent allies gain a shield bonus to AC equal to the shield bonus granted by your radiant shield.
SpoilerCraft Soulbond [Soulbond]
Tapping into a deep, primordial wellspring of empathy and emotion, you are capable of connecting to those closest to you on a level unmatched in all the realms of gods and mortals.
Benefit: In a ritual requiring eight hours of joint meditation, or some other bonding activity, you and a single other individual with this feat may forge a powerful emotional link known as a Soulbond. This serves as the foundation of further soulbond feats, and provides the following bonuses:
- You may communicate telepathically with your soulbound partner whenever they are within 100 feet.
- You gain a +2 bonus to will saving throws against mind-affecting effects while your partner is within 100 feet.
- You gain a +4 bonus to Sense Motive checks targeting your soulbound partner for each soulbond feat you possess (including this one).
SpoilerOver My Dead Body [Soulbond]
With a practiced coordination honed by your intimate insight into your partner's defenses, you can interpose yourself to protect them from an enemy's assault.
Prerequisites: Craft Soulbond, Combat Reflexes
Benefit: Whenever your partner is targeted with an attack and is adjacent to you, before the attack is rolled, you may force the attack to target you instead. The attack then resolves normally against you, and you take a -4 penalty to AC against it. Using this ability is a free action that consumes one of your attacks of opportunity for the round. You may not use this ability if you have no attacks of opportunity remaining.
Tenacious Bond [Soulbond]
The sight of your partner, battered and harried by her foes, lends you new resolve to carry on in your struggle.
Prerequisites: Over My Dead Body
Benefit: When your partner is within range of your telepathic link and is reduced to a value below 50% of her maximum health by a hostile damage source, you gain DR/- equal to one half your HD, which stacks with any other DR you may possess. This DR/- lasts for one minute, regardless of your partner's condition after this effect triggers.
Unyielding Hearts [Soulbond]
Such is your willpower and devotion that when death itself would steal away your partner, you are able to shoulder the burden of life and beat your two hearts as one.
Prerequisites: Tenacious Bond
Benefit: So long as you are conscious and within range of your telepathic link with your partner, they automatically succeed at any stabilization checks they make make to avoid bleeding out. Additionally, if your partner's health drops below their death threshold (-10, for most creatures), you may attempt to stave off their demise, pouring your own vital energy into your soulbond to sustain their fading spark of life. Each round you continue to sustain your partner, at the beginning of your turn, you take nonlethal damage equal to the amount by which your partner's damage exceeds their death threshold (for example, if your partner has a death threshold of -10 and has been reduced to -23 hp by an enemy's attack, you will take 13 nonlethal damage at the beginning of each of your turns). This damage may be reduced by damage reduction as if it were untyped physical damage. If you are immune to nonlethal damage, you are dealt lethal damage instead. If you fall unconscious, or drop below 0 HP for any reason, you immediately cease sustaining your partner.
SpoilerPracticed Partnership [Soulbond]
More than mere cooperation, when you and your partner work together on a project, you pool your talents into something far greater than the sum of its parts.
Prerequisites: Craft Soulbond, Skill Focus (Any)
Benefit: Whenever your partner successfully assists you with Aid Another, you gain a morale bonus to the check equal to one half your HD, rounded down, to a minimum of a +1 bonus. This bonus is in addition to the normal bonus granted by Aid Another.
Unified Discipline [Soulbond]
Having watched them do what they do so many times, your partner's abilities are in some ways as familiar to you as your own. With a bit of on-the-spot tutoring, you can follow their lead with uncanny precision.
Prerequisites: Practiced Partnership
Benefit: Whenever you are within range of your telepathic link with your partner and make a skill check with a skill in which your partner has more ranks than you, you may use your partner's skill ranks to calculate your bonus for the check.
Catch Me Failing [Soulbond]
Everyone botches up once in a while - that's a fact of life. You've picked up a particular knack for sensing when your partner is at her weakest, and know just when to step in to avert potential disaster.
Prerequisites: Unified Discipline
Benefit: Whenever you are within range of your telepathic link with your partner and your partner fails a skill check, you may immediately make an identical skill check, using your own bonuses. Your partner chooses whether to use their own result or yours, but must choose before you roll your check. If your partner possesses this feat as well, skill checks granted by this feat are not valid targets for this ability.
SpoilerDistant Bond [Soulbond]
The mystical energies of your soulbond are far stronger than those of most such links, bearing thoughts and feelings over vast distances.
Prerequisites: Craft Soulbond
Benefit: The range of your soulbond telepathy increases to one mile. Additionally, whenever you are within range of your telepathic link with your partner, you may draw upon one or more of your partner's senses (Sight, Hearing, Smell, Taste, and/or Touch) in place of your own. Activating or deactivating this ability is a swift action. Doing so allows you to flawlessly perceive everything your partner does through the chosen senses, though your own corresponding senses are nonfunctional until you deactivate this ability.
Traveler's Spirit [Soulbond]
Your essence can extend far from your physical body, guided by the beacon of your resplendent soulbond.
Prerequisites: Distant Bond
Benefit: The range of your soulbond telepathy increases to an arbitrary physical distance - so long as you and your partner are on the same plane, you are considered to be within range of one another. Additionally, for the purposes of targeting your partner, any spell or ability with a range of Touch may be treated as if it had a range of Short instead. Abilities with ranges greater than Touch instead have their normal range doubled for this purpose, and you are always aware of the physical and mental status of your partner (including their health and any positive or negative conditions currently afflicting them).
Where the Heart Is [Soulbond]
The primordial link you share with your partner roils with unmatched quantities of energy - it is a bond that pierces the boundaries of planes and ensures that neither of you is ever truly alone.
Prerequisites: Traveler's Spirit
Benefit: The range of your soulbond telepathy now spans the planes - so long as no effect is actively blocking your communication, you are always considered to be within range of your partner. Additionally, whenever your ally benefits from a morale, insight, luck, sacred, profane, or competence bonus, you receive an identical bonus. Whenever your partner would suffer a morale, insight, luck, sacred, profane, or competence penalty, you may take some or all of this penalty upon yourself instead, reducing the penalty inflicted on your partner by an equivalent amount. This choice can only be made when a penalty is first inflicted - once it is in place, you may no longer transfer penalties to yourself. Your borrowed penalty shares its duration with the original penalty
SpoilerUnflinching Unity [Soulbond]
You can predict your partner's actions with such ease that shielding them from your destructive powers is nearly effortless - and they trust you to shield yourself just the same.
Prerequisites: Craft Soulbond, Illuminations class feature
Benefit: Whenever your partner is caught within the area of effect of one of your illuminations, you may choose to exclude her from the illumination's effects.
Twin Spirits [Soulbond]
So close is your link to your soulbound partner that your power echoes with the same radiance that infuses her being.
Prerequisites: Unflinching Unity, Illuminations class feature
Benefit: Whenever you ready illuminations and your partner remains within 10' for the duration of the process, you may choose to ready a single illumination from her list of illuminations known in place of one of your own, even if the illumination is of a type or contains components normally forbidden to you. Alternately, you may replace one of your Innate illuminations in this fashion by spending five minutes in some activity with your partner - the replacement lasts until you choose to release it as a full-round action, reverting the innate illumination to its normal form. You may never have more than one illumination replaced in this manner. Lastly, you gain proficiency with your partner's device and costume.
Heart's Reflection [Soulbond]
Your bond with your partner is a fundamental part of who you are - and both of you are stronger for it.
Prerequisites: Twin Spirits, Illuminations class feature
Benefit: Whenever you use a surge with the Awakening component while adjacent to your partner, you may share a brief gesture with her - which can be anything from a fist bump to a secret handshake to a kiss - as a free action. Doing so allows the surge to target both you and your partner, and increases its effective mote cost for the purposes of determining the effects of its foundation component by 1m for every soulbond feat you possess.
The Power of Friendship
Magical girls will fight, and indeed, even kill when driven to it. They are, first and foremost, protectors of the light - children of radiance who protect the world from rising tides of dark. But for most, killing is a last resort, to be taken only when negotiation and capture have failed. On some level, even the most bullheaded magical girl realizes that darkness driven back through bloodshed will one day return with a vengeance. To truly defeat the darkness, not merely stay its advance a short time longer... those who walk in shadow must be brought into the light.
To begin the process of redemption, a magical girl must spend time talking one-on-one with the creature she wishes to redeem. Few evil creatures are terribly interested in this prospect, and this is usually done while they are in captivity. Any creature without an Intelligence score is immune to this process by virtue of being mindless, and the target must be being taken care of reasonably well – not even the most personable individual can get a prisoner to open up if they are being abused or neglected by their captors. This can prove a difficult process, demanding time, effort, and perhaps most painfully, forgiveness - but there are few rewards so sweet as seeing the light of goodness blossom from the smallest and most forlorn of embers.
At the end of a session (which must last at least three hours, but can be more), the evoker attempting the redemption must make a Charisma check against a DC of [15 + the captive's Cha modifier]. If she succeeds, she accumulates one success in the process. For every five points by which the magical girl exceeds the DC, she accumulates an additional success. Once ten successes have been accumulated, the target's alignment shifts one step towards that of the magical girl on the Good/Evil scale. If the magical girl fails this check by five or more, she loses two successes from her accumulated total. If she fails the check by ten or more, she has alienated her captive to the point where it is entirely immune to this process until the magical girl gains another level.
A number of different circumstances can aid or interfere with the process of redemption. Each of the following modifiers can influence the DC of the magical girl's Charisma check. Unless noted, all applicable modifiers stack. This is not an exhaustive list, and the DM in encouraged to introduce specific and situational goals that might help lower the save DC of a prisoner if pursued (or penalties to be avoided).
SpoilerFreedom (DC -5): The captive is free to leave at any time, and is detained neither by threats nor physical force. The magical girl may attempt to convince her captive to stay of its own volition, but to qualify for this modifier it cannot be coerced into doing so.
Exceptional Treatment (DC -3): The captive is being treated more as an honored guest than as a prisoner. The prisoner is given a reasonably large space to roam with little to no interference from guards (usually at least the size of a modest home), and has recreational options, comfortable sleeping arrangements, quality meals, and (to a reasonable extent) privacy when they wish it.
Gift (DC -3): The captive is presented with a gift of some significant personal value to them. A magical girl does not receive this modifier for simply throwing wealth at a captive - the gift must be something with genuine meaning, such as returning a keepsake or arranging for a visit from a friend or loved one.
Lingering Bond (DC -3): The captive knew the magical girl before being captured, and at one point in the past had an attitude of at least Friendly towards her. If the bond was exceptionally strong, such as that of lovers or lifelong friends and companions, this modifier may be increased at the DM's discretion.
Following Footsteps (DC -3): The magical girl has called upon the testimony of one of the captive's former allies whom she has already brought to her own alignment through use of the Power of Friendship.
Rescue (DC -3): The magical girl saved the captive from some terrible fate. Some villainous employers of great brutality and little intellect make this quite easy through the implementation of extraordinarily and unnecessarily harsh punishments for failure.
Persuasion (DC -2): While most of a magical girl's techniques involve much more subtle befriending and empathizing, there is a place in the process for forthright discussion of the captive's future options - and why turning away from darkness serves them far better than escaping back to it. This requires a successful Diplomacy check with a DC equal to [15 + the captive's HD], though the magical girl need not be the one to make the check. Whether it succeeds or fails, such a check can only be made once - on a success it applies its DC modifier to all future redemption checks made against the captive.
Jaded (DC +1): In time, even the most heartfelt arguments grow stale, and correcting a misstep can interfere with a magical girl's primary goal. This is a cumulative penalty applied once for each failure on the redemption check, regardless of the failure's magnitude. Accumulated DC boosts from Jaded are wiped away if the magical girl fails a redemption check by 10 or more, as she must essentially begin the process anew when she returns after such a dismal failure.
Fear (DC +3): The captive is aware of allies slain or abused by the magical girl. Fear is a powerful driver towards obedience, but it stands in the way of genuine redemption
Harsh Captivity (DC +3): Highly intrusive measures have been taken to ensure that the captive remains secure. Continual bindings, confinement to an extremely small living space, or a refusal to even limited quantities of time free of surveillance can all apply this modifier.
Ulterior Motives (DC +3): The magical girl or her allies have attempted (successfully or not) to extract some manner of service from the captive. While interrogations or favors asked of a captive can prove quite useful, particularly if the magical girl has reached moderately good terms with them, such requests can cause a captive to question the veracity of the proffered 'friendship'.
Lingering Ire (DC +3): The captive knew the magical girl before being captured, and has reason to dislike or mistrust her personally for reasons beyond simply being an enemy combatant.
Aligned Essence (DC +5): The creature has an alignment subtype. Such beings are innately tied to their moral code, and swaying them requires truly extraordinary efforts.
Last edited by Selinia; 2014-04-26 at 05:12 PM.
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Re: Tome of Radiance: Mastering the Power of Love and JusticePrestige Classes
Originally Posted by Prestige Classes and Evoker Level
Redeemer of Nine
* * * * * * *
Aerial Mage by Serafina
Bombardment Mage by Snowfire
Bringer of Twilight by Snowfire
Child of Light by Snowfire
Fallen Star adapted by Lix Lorn
Ferzian Slave by Caledscratcher
Heartwielder by Snowfire
Immortal by Snowfire
Knight of the Dim Star by Snowfire
Light's Artist by Snowfire
Listener to Light by Snowfire
Night Devil by Draken
Radiant Armorer by Owrtho
Shining Princess by Lix Lorn
Stormcaller by Lix Lorn
Alternate Base Classes
Many-As-One by Lix Lorn
Wild Empath by Kestral404
Avatars of Light by Snowfire
An adaptation of the Mythic system for magical girls, and currently the only Epic content available for the Tome of Radiance.
Last edited by Selinia; 2014-04-26 at 01:56 AM.
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- May 2010
Re: Tome of Radiance: Mastering the Power of Love and JusticeAlternate Class Features
When you rage, you draw strength not from bulging muscles and surging adrenaline, but from a roiling pool of inner light. You have no formal training in tapping this power, but your wild passion gives it a strength all its own.
Replaces: If you select this class feature, you do not gain the Rage, Greater Rage, Tireless Rage, or Mighty Rage class features.
Benefit: Once per day, the character may manifest a radiant eruption as a free action. She gains no passive benefits from being in a radiant fury, but upon entering, she gains a temporary mote pool equal to [her barbarian level * 3]. These motes do not refresh. Once per round, as a free action that may only be taken on her turn, she may use a special surge illumination as a free action. She may craft three such surges at 1st level, and an additional surge at 4th level, and every four levels thereafter. The maximum mote cost of these surges is equal to her barbarian level, and they may be re-crafted whenever she gains a level in barbarian. All surges crafted through this class feature must possess the Awakening surge component, but the character may select any foundation or secondary components she wishes, without regard to class restrictions. The character's evoker stat for these surges is charisma. This limited form of evoking does not give the character an evoker level, and exists entirely seperately from any evoker level she might possess.
A radiant eruption lasts for a number of rounds equal to [3 + the character's Charisma modifier]. The character may prematurely end a radiant eruption. At the end of the radiant eruption, the character is fatigued until she takes one minute to rest and regain her senses - she cannot manifest a radiant eruption while fatigued.
At 4th level, and every four levels thereafter, the character may manifest a radiant eruption one additional time per day. At 17th level, the character no longer becomes fatigued at the end of a radiant eruption. For all purposes related to this ability, levels in any prestige class that grants additional daily uses of rage count as barbarian levels. Further, the character may qualify for prestige classes as if she possessed the rage ability.
SpoilerPower of Friendship
With your natural charm and ability to rouse emotion in others, you make friends easily - even when performing to a crowd, you have a way of leaving a lasting mark on people.
Replaces: If you select this class feature, you do not gain the Fascinate, Suggestion, or Mass Suggestion class features.
Benefit: The character is capable of swaying the alignment of captured foes, as described in the Power of Friendship section.
Additionally, she may attempt to use her Power of Friendship on an entire crowd of individuals who have watched her perform for at least one hour. She does not benefit from any standard DC increase or reduction from Power of Friendship modifiers, but may use her Perform check for the performance (checked individually against the DC of each member of the crowd, based on their HD) to gain the benefit of the Persuasion modifier. The character makes a single Charisma check, matching it against the DC of each audience member to determine whether she has accumulated a success towards shifting that individual's alignment.
Beginning at 10th level, the character may imbue a performance in which she uses her Power of Friendship with a Suggestion, as the spell, to attend another of her performances. The date and time of the next performance may be set at any point in the following week - this replaces the standard duration of a Suggestion effect. The location must be the same location in which the character gave the performance with she delivers this suggestion. Only creatures against whom the character has accumulated at least one success towards redemption may be affected by this Suggestion. The suggestion may be ignored with a successful Will save of [10 + 1/2 Bard level + Charisma Modifier].
Evokers rely on clumsy costumes for protection and power, but through discipline and rigorous honing of your Ki, you have found the truth - the light resides within you, and you need no flimsy artifact of steel and cloth to channel it.
Replaces: If you select this class feature, you do not gain the monk's 1st or 6th level bonus feats, or the Abundant Step or Quivering Palm class features.
Benefit: The character attains mastery of a combat stance which mimics the power of one of the costume or device effects available to an evoker. The character may master any two costume or device effects, regardless of normal device or costume type restrictions - as a swift action, she may activate any one of her mastered effects, benefiting as if she had invested a number of motes in the effect equal to her monk level. For the purpose of device effects, the character treats any monk weapon she is wielding as her device, as well as her unarmed strikes. The character may maintain this effect indefinitely and without effort so long as she is conscious, and may switch to the effects of a different costume or device effect she has mastered as a swift action.
At 6th, 12th, and 15th levels, the character masters an additional costume or device effect.
Just as the night is darkest just before the dawn, your radiant essence cloaks itself in a veil of shadows. While you cannot manifest your power with the same ease as your luminous kin among the ranks of 'pure' evokers, you can strike unsuspecting foes with all the dazzling glory of a a sunburst in the dead of night.
Replaces: If you select this class feature, you do not gain the rogue's Sneak Attack class feature.
Benefit: Once per round, when the character attacks a target who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character flanks such a target, she may use a special blast illumination in place of a normal attack. She may craft three such blasts at 1st level, and an additional blast at 4th level, and every four levels thereafter. The maximum mote cost of these surges is equal to her rogue level, and they may be re-crafted whenever she gains a level in rogue. The character does not possess a mote pool, and blasts evoked in this manner do not actually cost motes - they merely retain their mote cost for the purpose of determining the magnitude of their effect. All blasts crafted through this class feature must possess the Assault blast shape, and they receive this component at a cost of 0m, rather than 1m. Further, she may use the blast with any weapon, rather than being restricted to a device. The character may select any foundation or secondary components she wishes, without regard to class restrictions. The character's evoker stat for these blasts is intelligence. This limited form of evoking does not give the character an evoker level, and exists entirely seperately from any evoker level she might possess.
For all purposes related to this ability, levels in any prestige class that grants additional sneak attack damage die count as rogue levels. Further, the character may qualify for prestige classes as if she possessed a number of sneak attack die equal to half her rogue level, rounded up.
Last edited by Selinia; 2013-09-18 at 11:42 PM.
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- May 2010
Re: Tome of Radiance: Mastering the Power of Love and Justice~Reserved: Miscellaneous Overflow Reservation~
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Re: Tome of Radiance: Mastering the Power of Love and JusticeChangelog
10/18/12: Assorted Tweaks and Edits
- Illuminations now have a hardcapped limit
- Blasts, Barriers, and Surges now all have an innate cost of 0m.
- Illuminations as a whole have gained a restriction that they cannot be crafted with a cost less than 1m.
- Shape tag reminders have been condensed and moved into the general illumination description.
- Most of the AoE Blast augments have had their mote cost reduced. Storm and Eruption now cost 2m, and Explosion costs 1m.
- Clarified that the Assault augmentation targets normal AC, not touch AC.
- Sharpshooting has had its mote cost cut from 4m to 2m. Also, Sharpshooting has had its effect tweaked to key off HD rather than EL.
- Beam blast shape added.
- Added the Split blast shape
- Added the Reactive and Sundering effects
- Barriers no longer have a base effect.
- Added in a clarification on barriers - namely, that, unless otherwise specified, effects referring to the edge of a barrier are two-way and indiscriminate.
- Vitality now 1m:2THP, rather than 1m:3THP.
- Clarified that Borders barriers do not possess an interior.
- Slightly buffed the surge of Diamonds (to 2m:DR3)
- Clarified auras.
- Heartbreak and Promises have been clarified as mind-affecting.
- Promises buffed to scale with ranks.
- Champion now has weapon and armor proficiencies.
10/19/12: Minor Tweaks
- The restriction on illumination use has been relaxed slightly to EL motes per type per round, allowing multiple lesser illuminations (and giving a few ways around the restriction, notably Resplendent, which lets you use an illumination without spending motes).
- Protective costume element wording changed.
- Beam is now a Shape, as it should be.
- Horizons has been clarified to not increase the affected area if combined with a shape.
- Costumes and Devices now properly count as masterwork. Costumes have been specified as light and heavy armor.
10/20/12: Power of Friendship Rework
- The Power of Friendship now functions significantly differently, placing significantly more emphasis on the nature of a magical girl's relation and interaction with her prisoner. It is, I will admit, a more difficult process than that presented by the BoED. That said, BoED redemption is comically easy, to the point where failure is nearly impossible for even a modestly diplomacy-focused character. Power of Friendship still has very good odds, but it at least asks some thought of how one deals with a captive.
- Champions can now challenge a captive to an even duel to accelerate/supplement their Power of Friendship. Nothing makes friends faster than a good tussle. The other evokers will have their own bonuses, and once I get into Character Options I'll likely include variants for some of the more social outside classes as well.
- Champions can now cancel their cartridge effects (as a free action). This is likely situational, but the discussion of Weightless' downside showcased how useful it might be to cancel some effects early.
10/25/12: Zodiac Introduced!
- Zodiac base class added! Call upon the ancient radiance of the stars above, and blow things to smithereens with illuminations! Combining a wild-surge-like EL booster, a reservoir to help ease the strain on her per-turn mote pool, and a number of handy uses for a sharp mind, the master of radiant refinement is here!
- Illumination augments are now organized in a superior manner. Hopefully this should make it easier to browse and fill one's mote budget.
- Added the Radiance, Sanctity, and Courage barrier augmentations! Slowly, but surely, the list grows.
- Added the Illuminations and Multiple Evoker Levels sidebar to the Illuminations section. This should clear this up a smidgen.
- Cartridges have been clarified somewhat in the champion's description. Hopefully this will clear up a measure of confusion, and prevent shenanigains regarding cartridge trading.
- The Power augmentation no longer exists. Upon deliberation whether to buff it or nullify it, I went with the latter. Buffing would have created a dichotomy between power and snazzy effects that I hope to avoid as much as possible with Blasts.
11/15/12: Miscellaneous Tweaks, New Barriers
- Assorted formatting and wording tweaks to make the classes less ambiguous and easier on the eyes.
- Zodiac now gains Scribe Scroll as a bonus feat when she gains her Radiant Schemata class feature.
- Zodiac capstone now protects all (Su) abilities granted by the class.
- The Ancients barrier augmentation now costs 3m/rank, down from 4m/rank. Further, Champions may make use of it along with the other classes.
- Added the Returning barrier augmentation.
- Added the Silence barrier augmentation.
- The Prism blast effect now allows elements to be set on preparation, rather than crafting.
- Clarified that Radiant Armaments don't wink out in an AMF - though costume effects do.
11/17/12: Nerfs, Enhanced Armaments expansion
- Twinned Device no longer provides the means to wield all the extra weapons you summon.
- Volatile is no longer a WMD.
- Extra Enhancement feat added.
- Conduit added as an Enhanced Armaments option for costumes.
- Effortless added as an Enhanced Armaments option for devices.
- Technical added as an Enhanced Armaments option for devices.
- Blazing added as an Enhanced Armaments option for devices.
11/18/12: New Costume Effects, Illumination tweaks
- Subtle costume effect added.
- Warded costume effect added.
- Beam and Storms are now 1m augmentations, and offer less range per rank and slightly slower damage decay.
11/26/12: Illumination Workshop Overhaul
- Changed the way illuminations are put together! The new system is slightly more restrictive, but it will make it a lot easier to make new effects in the long run, and makes assembling illuminations a little more intuitive.
- Added several illuminations, renamed a few, and edited a healthy majority to some small extent. I recommend that you view the list of components as an entirely new entity in its new usage context.
- The Radiant Armaments class feature now innately grants a single Enhanced Armaments effect on aquisition.
- Minor clarifications.
02/07/13: Empath Introduced!
- Empath Base Class added!
04/08/13: New Blast Components!
- Demolitions Blast Foundation added!
- Flare Blast Foundation added!
- Bomb Blast Shape added!
- Imbue Blast Shape added!
- Beam Blast Shape now allows for wide beams!
04/09/13: Valkyrie added!
- Valkyrie PrC added!
- Assorted illumination component tinkering
05/01/13: Dire Radiance Illumination Components!
- Added the Vile Blast Secondary Component!
- Added the Consumption Surge Foundation!
- Added the Isolation Surge Foundation!
05/02/13: Redeemer of Nine added!
- Redeemer of Nine PrC added!
05/03/13: More Dire Radiance Illumination Components!
- Added the Carnage Barrier Foundation!
- Added the Smiting Surge Shape!
05/06/13: Night Devil added!
- Night Devil PrC added! (Contributed by Draken)
05/08/13: Radiant ACFs added!
- Radiant Eruption Alternate Class Feature added!
- Power of Friendship Alternate Class Feature added!
- Luminous Spirit Alternate Class Feature added!
05/28/13: Ferzian Slave added!
- Ferzian Slave PrC added! (Contributed by Caledscratcher)
06/01/13: Miscellaneous Character Options
- Added the Sunrise Strike Rogue Alternate Class Feature!
- Added the Heart of War feat!
06/01/13 - 02/14/14: I Forgot to Update the Changelog For A While
- Things Happened
- Updates were made
- Classes were added
- No, I'm not going to track down the date of every change, I'm not insane
- You're just going to have to trust me on this.
02/15/14: Valentines PrC Pack!
- Frostfell Maven PrC added!
- Magical Idol PrC added!
- Minor errata
04/02/14: The Great Maintenance Run
- Tablepocalypse wrangled for core PrCs and base classes
- Numerous community PrCs and classes added to front page that had previously been overlooked. Check them out!
- Minor clarifications for the Frostfell Maven
04/02/14: Companions Update!
- Companions illumination type added as an alternative to Blasts!
04/04/14: Additional Companions content, feats
- Gluttonous companion foundation component added!
- Serene companion foundation component added!
- Frightful companion secondary component added!
- Miniature companion secondary component added!
- Amphibious companion secondary component added!
- Buffed Blazing Aegis to allow summoning of tower and heavy shields as well as the buckler-esque construct it once generated. Spending a feat ought to get someone above a mediocre shield, and this does a lot to make shielded evokers (previously a rather neglected archetype) more viable.
- Added the Shining Mysticism feat! MAD is lousy, and this lets a multiclass evoker survey a much broader sweep of multiclass options.
- Added the Eager Companions feat! While many will no doubt prefer to pass on the feat expenditure, the action economy here is invaluable for anyone running a large stable of companions with the intent of combat-swapping frequently.
- Minor errata related to armament effect tables and terminology
Last edited by Selinia; 2014-04-05 at 11:36 AM.
- Join Date
- Oct 2008
Re: Tome of Radiance: Mastering the Power of Love and Justice
I am looking forward to this, I was only mildly interested in the original, simply because of the reasons you stated actually keeping me from it. I'm glad to see a rework on the horizon and hope to see the course a year of work and refining has wrought.
- Join Date
- Mar 2007
Re: Tome of Radiance: Mastering the Power of Love and Justice
I'm watching closely for a return of the Dark Magical Girl.
- Join Date
- May 2010
Re: Tome of Radiance: Mastering the Power of Love and Justice
Prestige classes, of course, are the perfect place to put all that unusued specificity - I have quite a few planned, but I'll be trying to get the core of the class posted before I even think of putthing those to paper.
Thus, dark magical girls can exist even in very low-level games, though it'd take an interesting explanation to detail how one so pure could fall so far, so fast. In fact, dark magical girls are arguably much scarier enemies than they ever were before - their Power of Friendship is no less potent, and the corrupting influence of a dark magical girl could be a nasty surprise for players expecting a broken, tearful woobie and finding an ambitious, jaded psychopath instead.
That said, there will definitely be content aimed specifically at dark magical girls - you can probably spot a couple illumination augmentations already that are less than entirely wholesome, and Heartbreak is outright evil by almost any definition. At absolute best, it horrifyingly cruel and unusual. Of course, the slide works both ways - nothing stops good magical girls from using 'evil' powers. Aside from their conscience.
Long story short - this is the magical girl, but it is definitely a post-Madoka magical girl. There is light and goodness, but there a lot of shades of gray on the way to actual evil, and people don't always stay the people they once were. Particularly young people, which evokers tend to awaken as.
- Join Date
- Apr 2012
Re: Tome of Radiance: Mastering the Power of Love and Justice
Hmm.... I think I'll have to wait for the character options post in order to properly render Umiko as a Champion. Looking forward to all the stuff though!
Last edited by TraceHyde; 2012-10-17 at 05:24 AM.
- Join Date
- Oct 2011
- Join Date
- Mar 2010
- Sometimes I wish I knew..
Re: Tome of Radiance: Mastering the Power of Love and JusticeLive life to the full, be happy in yourself and never slow down. We're here for a blink of an eye to the universe. Make the most of it.
I won. Not sure what though.
Overwhelming emotion count (now with additional awe): 4
- Join Date
- Jan 2010
- Montreal, Canada
Re: Tome of Radiance: Mastering the Power of Love and Justice
I like it!
Converting the Mote system into a power-by-round effect instead of a larger pool with limited recovery per round is a good idea. It reduces the amount of book-keeping players will have to keep, and encourage them to use Illuminations as often as possible.
Having the base pool set at 2 * class level seems a bit high though. A level 5 character could blow 5 points on a 5d6 Blast with the Chaining quality (potentially hitting another target for 3d6 damage), then spend a Move action to get 15 points of Temporary hit points for 1 round from the Vitality Barrier. It certainly outclasses most of the things a Warlock of that level could to, and it pushes the limits of what your average 5th level Wizard could accomplish in a round, Fireball or no.
Overall, I think it's shaping up very nicely. I'm definitely waiting for the Empath and Zodiac classes - I really want to play an Illumination specialist that ditches hit points and costume effects for Giant Orbital Friendship Cannons.
- Join Date
- Oct 2010
Re: Tome of Radiance: Mastering the Power of Love and Justice
This has been added to my list of usable homebrew. I like it!
- Join Date
- Jul 2010
Re: Tome of Radiance: Mastering the Power of Love and Justice
Definitely intrigued. What you have up so far is already interesting, so I'll be watching to see where this goes.Domriso's Homebrew Compendium - A collection of all of my homebrew, throwing in my own design philosophy and my conceptions for possible new things.
Geomancy, Runic Magic, probably more at a later date:
Come see my Homebrew!
Ever heard of the Ultimate Classes? They're pretty sweet. Check them out here.
I've had an interview over at Tellest! You should go see!
- Join Date
- Jun 2011
- General Vicinity of Terra
Re: Tome of Radiance: Mastering the Power of Love and Justice
Yay! Magical girl upgraded! Will be following updates closely...
The change to what were true illuminations allows for more flexibility in selecting the effects, but I liked the Starlight Breaker... It's all like, BAM! Giant bomb of FRIENDSHIP!
Last edited by Morcleon; 2012-10-17 at 08:58 PM.
- Join Date
- Sep 2012
Re: Tome of Radiance: Mastering the Power of Love and Justice
Would a Champion be able to use a cartridge made by another Champion?
- Join Date
- Oct 2010
- A supermassive black hole
Re: Tome of Radiance: Mastering the Power of Love and Justice
I never said anything on the old Magical Girl thread, even though I really, really liked it.
But with the start of a new thread... well, this seemed like just a perfect moment! This is beautiful. I'm absolutely in love--you've done a wonderful job with this, and once you finish this (I don't know if you aren't finished, or if you haven't posted it all... as of my typing this, only the Champion is up) I'm definitely going to put it into my upcoming campaign. Well, maybe a long time into it (it will be my first time DMing, and I don't want to try to do something too new this soon).
Also (sorry to nitpick!), the Force of Personality ability under the Champion isn't bolded like the other class abilities (as of this post).
Will one of the classes be getting a class ability letting them use a Blast as a line attack? Or a feat, or something? I didn't see a Blast illuminations letting you do that. Even with the infinite customizations available (EEEEEE!!!! Excitement!), I still immediately think of a Starlight Breaker when I think of Magical Girls shooting things.
And maybe other options for shaping a blast, too? Like... laying a blast as a series of trapped squares which activate if someone walks into them. Or a cylinder, or adding a random teleportation effect to it. Or an augment to an already Shaped Blast--making it come from a different direction, or laying two different Blasts on top one another (not for extra damage, just for area). Or splitting the damage in half to shoot two of them.
Also, is there going to be a Rainbow Road-type effect? I thought the road of speed-increasing was a really neat idea (although a little specific for the more general nature of the revised classes... maybe a surge to increase speed?)
It looks like there are fewer Device Effects here (most notably, no elemental Device ability)... was that intentional, or were they overlooked in the remake? It's completely understandable if it was (this looks like a massive project, and I am honestly amazed. I hope to do something so impressive one day).
Also, will the be an option for a shield of some sort, or dual-wielding Devices? When I think of one-handed weapons, that's what I immediately think of (odd, because I took fencing classes... huh). The Stance effect also looks a little weak compared to the others (although I freely admit that I am very new to homebrewing and especially have problems with balance), although you do have a section for class options... will there be a Mistbreaker-equivalent option to enhance unarmed combat?
Sorry to be so critical, and I don't mean to seem like I don't like it--because I really, really do. I kept close watch on all the updates on your old thread, and I'll be sure to do the same here. It looks fantastic!
- Join Date
- Oct 2011
Re: Tome of Radiance: Mastering the Power of Love and Justice
Well I can help here, a little atleast.
1)Stance: It might seem a bit weak but keep in mind, it can never be stolen and you can use it with any body part. So even if your tied up, so long as you get a limb free you can still defend yourself; and you can still carry stuff in your hands while using it. Moreover, it's the only one that can be given the EMpowered Armament enchancement, adding your Wis or Cha to damage.
So in effect, all of the mods the Mist Breaker had for Unarmed combat were converted into Armament enhancements; so there ya go.
2)The energy damage costume effect was merged with the energy resistance one and converted into the primal Costume effect.
The addition of mote investment for Devices and costumes certainly themes to qwell any worries that people might've had about the new classes having to many motes. Ah, the glorious suffering that is having too many good choices, and not being able to take them all together.
- Join Date
- Mar 2012
- Darkest Part of your mind
Re: Tome of Radiance: Mastering the Power of Love and Justice
This makes me want to convert Drem and his crew onto the forums... If only so these girls have some antagonists that don't give a hoot about the good/evil thing.
After all, theres white (the light), the Dark, and infinite shades of grey....
- Join Date
- Oct 2011
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- Mar 2012
- Darkest Part of your mind
Re: Tome of Radiance: Mastering the Power of Love and Justice
Nah, I'm going for; "The light is Meaningless without the Darkness. Good is Meaningless without Evil. Order is meaningless without Chaos. Haveing one creates the other by the very nature of it's exestience. All that we differ from you is that we realize this fundelemental truth. We are balanced. You,set the stage for atrocities in your ignorance."
Basicly, think True Neutral with a heathly dose of Fatilisim. They know there is no White, there is no black. There is merely grey.
So why would they wipe out that pesant village? Because they threaten the Goblin clans in the area. Among them, one day a leader will emerge. He will manage to unite most of the monsters in this area, and yes, he will drive the locals out. He will kill many. But. The nation he will found is pivitol in the goblin race. It will allow them to stop being raiders, to stop causing destruction. Their birth rate will fall, their nature will be tempered by civillization, and the Goblins will take their place as productive memebers of the world.
You know, that kind of thing
The greater good can often only be accomplished by the darkest deeds.
- Join Date
- Mar 2007
Re: Tome of Radiance: Mastering the Power of Love and Justice
- Join Date
- Nov 2010
Re: Tome of Radiance: Mastering the Power of Love and Justice
Nice to see this in a brand new, fancier package.
The formatting is off in the break between Enhanced Armaments and Force of Personality (no line break or bolding of the ability name).
Also, I have a sudden urge to stat Iji with this (once it's all up, of course).
Edit: You might want to add a bit about how negative levels interact with evokers. I'd expect them to lose 2 motes per negative level, and have a lower evoker level as both are directly level-dependent, but should anything else change?