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    Default [Class] The Lightsmith

    The Lightsmith - Keeper of the World’s Luminous Secrets
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Lightstore|Class Features

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |
    2
    |Lightcraft: Simple Weapons|

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |
    4
    |Lightcraft: Light Armor|

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |
    6
    |Lightcraft: Shields, Ephemera|

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |
    8
    |Vermillion Secret|

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |
    10
    |Lightcraft: Luminous Weave, Enhancement Lore|

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |
    12
    |Amber Secret|

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |
    14
    |Lightcraft: Enhancement Lore, Aligned Light|

    8th|
    +6/+1
    |
    +2
    |
    +2
    |
    +6
    |
    16
    |Lightcraft: Prismatic Plane|

    9th|
    +6/+1
    |
    +3
    |
    +3
    |
    +6
    |
    18
    |Gilded Secret|

    10th|
    +7/+2
    |
    +3
    |
    +3
    |
    +7
    |
    20
    |Lightcraft: Martial Weapons, Enhancement Lore|

    11th|
    +8/+3
    |
    +3
    |
    +3
    |
    +7
    |
    22
    |Emerald Secret|

    12th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |
    24
    |Lightcraft: Incandescent Creature|

    13th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |
    26
    |Cerulean Secret, Enhancement Lore|

    14th|
    +10/+5
    |
    +4
    |
    +4
    |
    +9
    |
    28
    |Lightcraft: Medium Armor|

    15th|
    +11/+6/+1
    |
    +5
    |
    +5
    |
    +9
    |
    30
    |Lavender Secret|

    16th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |
    32
    |Enhancement Lore|

    17th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |
    34
    |Lightcraft: Shining Haven|

    18th|
    +13/+8/+3
    |
    +6
    |
    +6
    |
    +11
    |
    36
    |Amythest Secret, Enhancement Lore|

    19th|
    +14/+9/+4
    |
    +6
    |
    +6
    |
    +11
    |
    38
    |Lightcraft: Brilliant Being|

    20th|
    +15/+10/+5
    |
    +6
    |
    +6
    |
    +12
    |
    40
    |Alabaster Secret|

    [/table]

    Alignment: Any
    Hit Die: 1d6
    Class Skills:
    Class Skills: Appraise (Int), Concentration (Con), Craft (Wis), Disable Device (Dex), Knowledge: Arcana (Int), Knowledge: Nature (Int), Knowledge: the Planes (Int), Open Lock (Dex), Profession (Wis), Search (Wis), Spellcraft (Int), Use Magic Device (Cha)
    Skill Points at 1st Level: (6 + Int modifier) × 4.
    Skill Points at Each Additional Level: 6 + Int modifier.

    There are many forces that permeate the world, intrinsic powers both native to nature itself and interwoven into the tapestry of magic. It is easy to see how a magus can draw power from the primal elements and the spiritual realms: the power of flame and air are as easily apparent as the power of heaven and hell. But there are other sources from which an innate magic can be drawn, and the Lightsmith works with, quite obviously the powers that illuminate and color the world. Without light, all the world would be little more than a fumbling illusion, and so it is no wonder that it is held in such regard by the Lightsmith; indeed, many of the most potent spells ever devised by the mages of the world are built on a rudimentary understanding of this natural power: the Seven Veils, the powers of the prism--these are all just facets of the Lightsmith’s true power.

    [b]Weapon and Armor Proficiency:[/b[ A Lightsmith is proficient with all simple weapons and light armor and shields except tower shields.

    Abilities: Wisdom is a key score for the Lightsmith; at anytime a Lightsmith may only have as many constructs as his Wisdom modifier. As with all classes, Dexterity and Constitution are helpful for not dropping dead.

    Lightstore: Unlike typical spell casters who are limited to casting a set number of spells every day, a Lightsmith is limited only by the amount of light he is able to have worked at any given time; this amount is referred to as a smith’s Lightstore. All Lightsmiths carry a specially attuned mirror (worth 200 gp) which they use to work their craft; every morning this mirror gathers the character’s daily allotment of light from any available sources. A character’s Lightsmith level determines the limits of that character’s Lightstore. Units of energy are measured in lumens. Lightsmiths may add their Wisdom modifier as a bonus to Lightstore.

    Lightcraft: (Su) Lightcraft is the strict purview of a Lightsmith; it is by this skill that they are able to transform illumination into a solid construct. All such items appear as transparent distortions, an outlined shape given substance until such time as the Lightsmith is sufficiently skilled enough to imbue it with the powers of a color. As a Lightsmith grows in power, he is capable of crafting more and more kinds of items; however all of his constructs must either be renewed each morning (in which case they count against his Lightstore for the day) or deconstructed (a free action at any time, though lumens do not return to a Lightstore until the beginning of the turn after a construct is deconstructed). All weapons created by a Lightsmith are treated as magical weapons for circumventing damage reduction.

    Lightcraft: Simple Weapons A Lightsmith may fashion collected light into any kind of simple weapon as a standard action; such weapons always draw 1 lumen from his Lightstore while maintained; 50 pieces of ammunition for a simple ranged weapon may likewise be fashioned from a single lumen. A light smith may treat such constructs as Masterwork by investing an additional lumen.

    Lightcraft: Light Armor A Lightsmith may fashion any piece of light armor as a standard action by utilizing two lumens, and may invest an additional lumen to treat the armor as masterwork.

    Lightcraft: Shields A Lightsmith may fashion any shield, other than a tower shield, by expending one lumen; again, investing an additional lumen creates a masterwork construct.

    Lightcraft: Ephemera A Lightsmith may craft miscellaneous items like jars, ladders, and other common mundane items. Such items require the investment of three lumens per cubic foot the item would occupy. If the item would grant a competence bonus (such as masterwork tools) or is deemed by the DM to be complex, it costs double this amount. Anything more involved than a single hinge is complex.

    Vermillion Secret (Su) A Lightsmith of fifth level begins his path to mastering the many faces of the Light, starting with its lowest valley: the Vermillion Secret. Anytime the Lightsmith crafts a construct, he may expend an extra lumen to imbue the creation with the power of the Vermillion Secret. The construct takes on a definite red color. Any weapon imbued with this effect does an additional 1d4 fire damage on a successful hit; any piece or armor grants the wearer fire resistance 5, a shield grants a 10% chance of blocking mundane missiles and projectiles. For every additional lumen invested in this effect, stack these bonuses: investing two lumens means an extra 2d4 fire damage or fire resistance 10, etc. You may never invest more lumens in a single color effect than your Lightsmith level/4.

    Lightcraft: Luminous Weave A Lightsmith masters many tricks of illumination in his ascent, and one of the most beloved is the power to defy the very light they draw their powers from. By crafting a luminous weave, a Lightsmith creates a medium-sized cloak capable of rendering its wearer invisible to the naked eye. Crafting a luminous weave requires the investiture of a Lightsmith's maximum Lightstore, and it will automatically deconstruct itself after a number of rounds have passed equal to your Lightsmith level. Such weaves may not be enhanced by a color secret.

    Enhancement Lore As a Lightsmith masters his craft, he masters the art of enhancements as per magical weapons. Every time you gain an Enhancement Lore, select an armor or weapon enhancement from the list available to magic items with an enhancement bonus equal to or less than your Lightsmith level/4. Adding an enhancement or a generic enhancement bonus into an item requires the investment of 2 lumen for every point of enhancement granted.

    Aligned Light At your choice, any weapon created by the Lightsmith may share his alignement for the purposes of overcoming damage reduction.

    Amber Secret As Vermillion Secret, save that the bonus damage done is acidic, armor may grant acid resistance instead of fire, and all shield crafted bear a 10% chance of blocking magical projectiles.

    Lightcraft: Prismatic Plane A Lightsmith learns many secrets that the layman usually reserves for true magi, and among them is the creation of a prismatic plane. You may create a plane of light, spending 4 lumens for every ten feet in length and five feet in height. Each plane is treated as a masonry wall, and is completely solid. Prismatic planes do not need any support to remain in place, but they may not be created in such a way as to destroy or displace existing matter. You may imbue prismatic planes with any color secrets, using the shield effect for the wall itself and the weapon effect if the plane is attacked.

    Gilded Secret As Vermillion Secret, save that bonus damage is electric, armor grants resistance to electricity, and shields have a 10% chance of blocking gas effects, poison effects, petrification effects, and gaze attacks.

    Lightcraft: Martial Weapon Despite a Lightsmith’s modest skills with mundane equipment, he is considered proficient with all martial weapons he crafts from light himself. The only difference between crafting martial weapons and crafting simple weapons is the cost; martial weapons cost 4 lumens to create, 2 to imbue to masterwork status; the same rules apply for creating masterwork ammunition.

    Emerald Secret As Vermillion Secret, save that bonus damage is sonic, damage resistance is sonic, and shields grant a 10% chance to block all breath weapons.

    Lightcraft: Incandescent Creature At this level of expertise, the Lightsmith is capable of creating a creature from pure light. This ability requires the investment of three lumens for every point of CR in the construct, and any such creatures will obey the Lightsmith without fail. Incandescent Creatures have an appearance in keeping with the general look of their race, and it is impossible for a specific appearance to be crafted in such a way as to delude a target. These constructs take on extraordinary traits and attacks of the creature immitated, but they do not gain any supernatural or spell-like abilities. Creatures created must have been physically observed by the Lightsmith before he can attempt to create one. Incandescent creatures may be invested with color secrets; any natural weapons can gain the weapon effect and the creature itself may gain the shield effect.

    Cerulean Secret As Vermillion Secret, save that damage is cold, fire resistance becomes cold resistance, and shield grant a 10% chance to block divinations or mind-altering effects.

    Medium Armor A Lightsmith may craft Medium Armor and treats himself as proficient with all such constructs he makes himself. Such armor follows all the rules for crafting simple armor, save that it requires an investiture of 5 lumens to craft and 3 lumens to bring to masterwork status.

    Lavender Secret As Vermillion Secret, save that all bonus damage is force damage instead, armor grants a +1 bonus to AC, and shields grant a 10% chance to avoid spell-like abilities.

    Lightcraft: Shining Haven Through mastery of the art of Lightcraft, a Lightsmith may produce a Shining Haven: a building constructed solely of luminous power. For every 5 lumens invested, the Haven is composed of any floor plan that can be fit into a ten foot cube. Every color for which the Lightsmith has learned a secret flashes through the walls of the Haven, and the door may only be opened by the Lightsmith. Treat all walls as magically treated, reinforced masonry. Anyone within may see through the walls without difficulty, but no one without may see within. Color secrets may be invested in the Haven as if it were a prismatic plane.

    Amythest Secret The final color functions as any other, save that extra damage is 2d4 dice of untyped damage, armor grants a +2 bonus to Spell Resistance, and shields grant a 10% chance to block all spells. Each investment of the Amethyst Secret costs 2 lumens, rather than 1.

    Brilliant Being Signaling the approach of his ultimate apotheosis, the Lightsmith is now bathed in an aura of light that provides illumination in all directions for a number of feet equal to twice the lumens in his current Lightstore. This aura is treated as a 9th level light effect for dispelling or negating sources of darkness.

    Alabaster Secret Beyond even the power of the Amethyst Secret, the final power a Lightsmith masters is the combination of all the facets of the Light. All constructs imbued with a color secret are also imbued with the Alabaster Secret and become glimmering white, though traces of all seven colors flow through them. Once per turn per construct, the Lightsmith may alter the investiture of lumens and colors in the construct as a free action.
    Last edited by GryffonDurime; 2007-09-10 at 10:55 PM.

  2. - Top - End - #2
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    Default Re: [Class] The Lightsmith

    Looks rather snazzy. Great for Vow of Poverty, too (this is both a good trait, and a warning, as it shall be attacked for being so).

    Lightcraft: Luminous Weave A Lightsmith masters many tricks of illumination in his ascent, and one of the most beloved is the power to defy the very light they draw their powers from. By crafting a luminous weave, a Lightsmith creates a medium-sized cloak capable of rendering its wearer invisible to the naked eye. Crafting a luminous weave requires the investiture of 8 lumens, and such weaves may not be enhanced by a color secret.
    This is the only thing that made me go "Woah", since it's permanent invisibility at level 5. It seems like it emulates Greater Invisibility, which makes it very, very powerful. Give it a rounds/day limit, or something like that, or it's far too powerful.

    Don't really know what else to say about it, but I like it. Good for someone to make their own items, as well as enchant them. Would be great for a low-magic campaign setting, especially.



    One question - Can you give a Light construct to someone else, or must they remain in your posession?
    If there's a rule, there's someone out there trying to figure out how to get around it just to piss off his DM.

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    Default Re: [Class] The Lightsmith

    Quote Originally Posted by JackMage666 View Post
    Looks rather snazzy. Great for Vow of Poverty, too (this is both a good trait, and a warning, as it shall be attacked for being so).
    Easily remedied; the mirror that houses a player's Lightstore just went up in price.


    This is the only thing that made me go "Woah", since it's permanent invisibility at level 5. It seems like it emulates Greater Invisibility, which makes it very, very powerful. Give it a rounds/day limit, or something like that, or it's far too powerful.
    Revised.

    One question - Can you give a Light construct to someone else, or must they remain in your posession?
    Anyone may use a light construct, but only the Lightsmith is treated as proficient with constructs regardless of his actual proficiencies. But yes, if you had the Lightstore, you could provide your friends and allies with some fun gear.

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    Default Re: [Class] The Lightsmith

    Umm, if I may ask, exactly what does the vow of poverty do? (where can i read it?)

    Very, VERY interesting! I'd never thought of a way to incorporate a Light character, hell, thought of shadow characters many-a-times! this is definitly a nice class and I plan on using it soon!

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    Default Re: [Class] The Lightsmith

    I like it. You might want to consider allowing them to craft other objects at some level... a ladder, a cooking pot, a rope, and all the other miscelanious tools of an adventurers trade. You might consider requiring craft checks (being able to go in someplace with the rogue. Both of you get strip searched, and still have masterwork theives tools availible in a very nice advantage). Might want to consider allowing an enhancement to weapons that can cause them to act like a specific one specific material at a time (silver, cold iron, adamanitine). There is probably some way to twink the creature constructs, and even as it is you can summon a creature who can fight almost as well as you can except for perhaps lacking magic items and being a bit behind on the stat curve. If it dies you can just create another one (right?).

    Perhaps have minimium ranks in Craft[Armorsmith], Craft[Weaponsmith], and/or Craft[Bowyer/Fletcher] to actually get the some or all various class abilities to sculpt those things (much like how a Bard must invest in Perform skill).

    Unless all there constructs glow then I would suggest as a 1st level ability let them create a floating insubstancial lightsource that they can control the motion of within light of sight, change the color of, and/or vary from EXTREMELY dim to the level of a Light spell for 1 Lumen. They can increase the maximium brightness, and effective spell level of this (for dispelling and being dispelled by Darkness effects by investing additional lumens).

    What is the effect of "Rusting Grasp" on weapon and armor constructs? Can all constructs be dispelled with a sufficiently high level Darkness type spell cast on them? What about Dispel Magic?

    Compare and contrast to Artificer and also to the Minor Creation, Major Creation, and True Creation spells.

    Feats Ideas:

    Extra Lumens
    Prerequisite: Light Store 4
    Benefit: You receive an extra amount of Lightstore equal to 1/10 your BASE Lightstore or 1 point, whichever is less.

    Light Blast
    Prerequisite: Light Store 16
    By expending at least 8 Lumens for the round you may generate a beam of light that functions like a single (meaning one round only) Sunbeam except that the DC is 10 + Your Wisdom Modifer + (Number of Lumins invested/4). It is an Instantious duration effect.


    Light Burst
    Prerequisites: Light Store 24, Light Blast
    By expending at least 12 Lumens for the round you may generate a burst of light centered around yourself that functions like a Sunburst except that the DC is 10 + Your Wisdom Modifer + (Number of Lumins invested/4). You are not harmed by this effect.
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    Default Re: [Class] The Lightsmith

    Quote Originally Posted by Akennedy View Post
    Umm, if I may ask, exactly what does the vow of poverty do? (where can i read it?)

    Very, VERY interesting! I'd never thought of a way to incorporate a Light character, hell, thought of shadow characters many-a-times! this is definitly a nice class and I plan on using it soon!
    Vow of Poverty gives you bonuses for not owning magic items. It's in Book of Overexagerated Ideas of Good- I mean Exalted Deeds.

    Anyways, this is truely an interesting class. Though, I must ask, how would a Lightsmith deal with overcoming DR (Metal based, Magic, Alignment based ect.) This would be a rather major problem for the class, as it would not be able to normally overcome these things if they just conjure up a weapon. So, here is what I would recomend to ammend these problems.

    For an additional cost, when a Lightsmith creates an object, he may imbue it with the properties of an existing metal.Something akin to this.
    {table=head]Metal|Weapon|Armor

    Silver|+x|+x

    Cold Iron|+x|+x

    Mithril|+x|+x

    Adamantium|+x|+x[/table]

    Weapons Created by Lightsmiths (Possibly only after a point) count as magical.
    Weapons, after a certain level, should align themselves to the weilders alignments. If you are LG, Your weapon counts as both Good and Law, if you are Chaotic Good, Good and Chaos.

    Finally, a class the soley channels possitive energy might need an alignment restriction to non-evil, but I'm not going to say that that is nessary.

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    Default Re: [Class] The Lightsmith

    Thank you for the suggestions; it has always been my intention to give them the ability to craft mundane items, it was always just a question of where to put that skill in their progression to avoid making the class too dipish.

    Rusting Grasp has no effect on a light construct; light can not rust. I hadn't thought of darkness, but I suppose I can integrate that: all light constructs are the equivalent of a Light spell...maybe with a Spell Level equal to the construct's total cost in lumens/four?

    One of the guiding principles in developing this class was to take a bit of Incarnum and a bit of Soulknife and make something that resembled both but had more in the way of versatility. Thus, the Lightsmith can move around his lumens a whole lot and micromanage during combat...at the expense of time, given that lumen don't return to his lightstore until the turn after he deconstructs somethings.

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    Default Re: [Class] The Lightsmith

    Quote Originally Posted by Khoran View Post
    Anyways, this is truely an interesting class. Though, I must ask, how would a Lightsmith deal with overcoming DR (Metal based, Magic, Alignment based ect.) This would be a rather major problem for the class, as it would not be able to normally overcome these things if they just conjure up a weapon. So, here is what I would recomend to ammend these problems.

    For an additional cost, when a Lightsmith creates an object, he may imbue it with the properties of an existing metal.Something akin to this.
    {table=head]Metal|Weapon|Armor

    Silver|+x|+x

    Cold Iron|+x|+x

    Mithril|+x|+x

    Adamantium|+x|+x[/table]
    I think I may integrate these, thank you for the suggestion. Just as a question: would the bonus damage provided by any of the color secrets break through DR, even if the weapon damage itself didn't? I'm not sure on the RAW ruling there.


    Weapons Created by Lightsmiths (Possibly only after a point) count as magical.
    Weapons, after a certain level, should align themselves to the weilders alignments. If you are LG, Your weapon counts as both Good and Law, if you are Chaotic Good, Good and Chaos.
    Will integrate this, too.

    Finally, a class the soley channels possitive energy might need an alignment restriction to non-evil, but I'm not going to say that that is nessary.
    They don't channel positive energy. They channel light in a very different form than positive energy. Prismatic Walls aren't positive energy, nor are Prismatic Spheres, Bows, Auras, ad nauseum.

    I'm actually quite intrigued by a dark-themed take on this class, which can be accomplished by simply changing the fluff a bit. Then again, most anything can be replaced: you might be a Treesmith who grows his weapons, or an Icesmith who freezes them.

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    Default Re: [Class] The Lightsmith

    no they don't use positive energy they use light.

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    Default Re: [Class] The Lightsmith

    Quote Originally Posted by GryffonDurime View Post
    Just as a question: would the bonus damage provided by any of the color secrets break through DR, even if the weapon damage itself didn't? I'm not sure on the RAW ruling there.
    Yes, assuming the bonus damage was of a type the DR didn't block. So, elemental damage, untyped damage, and force damage. I think that's all of them.

    I like the idea of alternative themes for the class too. It's a nicely set up class, better than the soulknife but easier to use than incarnum. Reminds me of Tome of Magic's Shadowsmith, which I always liked.

    Hmm... the only abilities that might require changing for an alternative theme are the color abilities, and even those might just be re-flavorable.
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    Default Re: [Class] The Lightsmith

    Quote Originally Posted by The_Snark View Post

    Hmm... the only abilities that might require changing for an alternative theme are the color abilities, and even those might just be re-flavorable.
    O-o. You know when someone says something, and it just clicks? Well, I was just imagining the color secrets for the Icesmith equating to flavors.

    Beware my +4 Cherry Grape Sword of Returning!

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    Default Re: [Class] The Lightsmith

    *wince*

    Maybe instead of a mirror, all they need is a popsicle stick for each construct.
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    Default Re: [Class] The Lightsmith

    Quote Originally Posted by GryffonDurime View Post
    I think I may integrate these, thank you for the suggestion. Just as a question: would the bonus damage provided by any of the color secrets break through DR, even if the weapon damage itself didn't? I'm not sure on the RAW ruling there.
    The Energy Damage from the abilities would bypass DR, yes. But the weapon damage would get caught in DR. Anyways, I'm trying to think that would be good costs to give the adjustments. I would Probobly put it something like this, keep in mind, it's a rough estimate, so I'm not sure yet on it.
    All, of course, after you conjure it as masterwork. Dashes are to indicate where it would give no benefit and therefore no reason to do so.

    They don't channel positive energy. They channel light in a very different form than positive energy. Prismatic Walls aren't positive energy, nor are Prismatic Spheres, Bows, Auras, ad nauseum.

    I'm actually quite intrigued by a dark-themed take on this class, which can be accomplished by simply changing the fluff a bit. Then again, most anything can be replaced: you might be a Treesmith who grows his weapons, or an Icesmith who freezes them.
    I normally associate Light with Possitive Energy for whatever reason. So, pardon that foolishness.

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    Default Re: [Class] The Lightsmith

    Quote Originally Posted by The_Snark View Post
    *wince*

    Maybe instead of a mirror, all they need is a popsicle stick for each construct.
    Or their focus is actually an endless decanter of snowcone syrup.

    Hehe...anyway, since I've really enjoyed how this turned out, I'm working on a companion class...as was pointed out, these could make for an interesting low-magic setting, and I'm making something of a divine, internal equivalent to the Lightsmith's more offensive, external-power.

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    Default Re: [Class] The Lightsmith

    You probably should specify that they are Arcane casters but their abilities don't suffer failure chances for armor or shields (at least not the ones that they can create). I would also add rules for Concentration check DCs... basically what is the formula for how much an effect costs to what its equivalent spell level is for purposes of concentration checks? This conversion also matters for Globes of Invulnerability (including the Minor ones)

    The more I think about this the more ways that I realize the balance of abilities that don't run out over time must be considered.

    Quote Originally Posted by Khoran View Post
    Weapons Created by Lightsmiths (Possibly only after a point) count as magical.
    Weapons, after a certain level, should align themselves to the wielders alignments. If you are LG, Your weapon counts as both Good and Law, if you are Chaotic Good, Good and Chaos.
    At first I thought this was unnecessary, now I think it is optional... Anarchic, Axiomatic, Holy, and Unholy are all +2 bonus enchantments... but they do extra damage as well. Merely aligning the weapon would be lesser... I would allow it for 1 or 2 Lumens per alignment bestowed. Just getting it for free all the time seems to be missing a chance to require strategy and thought of the player. You might also want to consider allowing them to take both armor and weapon enchantments, although if you do decide to go that route it gets a little more complex since you probably want to rule out the energy resistance effects also some of the effects are given in terms of a static price added, rather than an equivalent bonus so the rules would need to be expanded to include that.

    One thing I want to point out is that Padded and leather armor were historically part of the under layers of most of the metal armors (to prevent chaffing and probably cushion against bludgeoning weapons, also I THINK it is believed that piercing weapons actually went through plate relatively easily and were actually slowed more by the leather underneath). Thus I would certainly allow a Lightsmith to wear at least those manufactured (as opposed to conjured) form (and maybe studded leather and Hide) as well, and still be able to conjure armor around them. The interaction of enchantments would get complex... I would say that any conjured armor suppresses the powers of the physical armor as long as it is around.

    Also what happens to a Lightsmiths constructs when she dies, is KOed, asleep, etc? It would suck if the party was crossing a chasm made of Prismatic Planes and the LightSmith failed a 'save or die' and everyone got dropped... BTW I do NOT like the general rule that all walls must be created upright... as long as they are supported (or not in this specific case) then it shouldn't be a problem... just a rant of mine... anyway I would specify that the Prismatic Plane are 1 to 12 inches thick (perhaps varying with caster level... check against Wall of Stone for a ballpark) and that any parts of them that are knocked off disappear (hardness and HP per inch as per masonry, right?).

    Speaking of "Prismatic Plane" note that by spending half your points on 2 prismatic planes blocking a corridor, one behind the other, and releasing the first one when it has taken significant damage, then re-creating it right behind the other one you can REALLY slow down attackers. You can keep doing it all day, unless they manage to break through one of the walls within one round's time of the last one. The same applies to Shining Haven to a lesser degree... sure you are losing space every time you go a size down, but you have them taking damage every time they attack, and meanwhile you are running out their Rage, or spell duration, and/or another caster in the party is casting Binding or something else with a long casting time.

    In a similar vein:
    Another thought is that if you team up one of these guys with about 25 crossbow people, and 5 commoners in a defensive position you can have the commoners distributing magic, possibly aligned, and possibly additionally enchanted bolts to the crossbow people, which by the time the Lightsmith runs low on Lightstore and has to dismiss the first batch of 50 those have already been fired and either hit or missed. An infinite supply basically for free. Keeping the bolts sorted in order of which should be fired in what order, might prove difficult, but if the Lightsmith can spare the Lumens he can rotate through the colors available to him so as to color code them for the order they should be fired in.

    Speaking of archery: Since the projectiles the Lightsmith creates are distortions rather than opaque it might be argued that they have stealth of a sort like "Predator"... so if ambushed with such, the attacked might have a penalty on spot checks to determine exactly where the projectiles were coming from. This effect might also make people not notice colorless versions of the armors from long range.


    Mostly just for flavor, after they get the ability to create marital weapons, you might allow them to create any exotic weapon they are proficient with. This could be a feat, automatic at the level they get the ability to create martial weapons, or a separate skill that is delayed some number of levels after that.

    I would suggest specifically stating that caltrops can be created and enchanted with the color effects and weapon enhancements as if each 5' square were one weapon... 1 cubic foot of caltrops to cover a 5' square sounds about right. Similar rules might apply to a spiked barrier etc...

    How much can created objects weigh? Because if you can run up to a swarm of spiders or centipedes on dirt or a smooth enough floor and conjure the equivalent of a 1/4 inch thick plate of lead (in hardness and density) with a dimensions of 12'x12' (to have some overlap so the ones around the edges don't just get blow out the sides by the displaced air and so you don't have to place it as carefully) as high as you can reach your arm off the ground then that is a pretty neat trick. Even if the GM gets sticky with the RAW and says it has to fall 10' you can always get the half-orc to give you a ride on his shoulders
    1 square foot at 12 inches thick for 3 Lumens
    48 (12x4) square feet at 1/4 inch thick for 3 Lumens
    144 (12x12) square feet at 1/4 inch thick for 9 Lumens = cost of using this trick.
    A little web research shows that lead has a density of 709 lbs per cubic foot (gold is even better at 1206 lbs per cubic foot). So the lead sheet above would weigh 1418 lbs. Falling objects do 1d6 per 200 lbs... so even if the GM is a stickler for the rules and applies this damage to the swarm as a whole (rather than just saying that it is too much for them to support so they are crushed automatically, or at least pinned (in which case the whole party can just get on the ephemera and jump up and down )) that is 7d6 of damage with no save (or it shouldn't have one on a hard surface since they can't physically move fast enough to get out from under it in the time it takes to fall).
    After a bunch of time wasted in Excel I discover that this is:
    a >99.9% chance to kill an average Spider swarm
    a ~93.9% chance to kill an average Rat swarm
    and an ~80.8% chance to kill an average Locust Swarm



    Lightsmiths' luminous creatures offer MUCH more flexibility than the Summon Monster and Summon Natures Ally progressions just in terms of shear variety of creatures that can be accessed without even considering the ability to add the color effects to each one as part of their creation.
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    Default Re: [Class] The Lightsmith

    Wow. Alright, thanks for that large, glacial chunk of feedback. To answer your last question, all light constructs are made of light and thus their weight is negligible. It's not a factor that I particularly want to get into, either for crunch or fluff.

    Yes, their abilities do tend to run a bit hot if they're focusing on doing only one thing--creating planes, arming archers, or summoning creatures. That's the challenge. The Lightsmith can either be particularly apt at one thing, or he can spread his talents out over a broader spectrum.

    I don't think of the Lightsmith as an arcane caster of any sort, not even one akin to the Warlock. But...I can see the benefit it would provide to allow for Spellcasting PrCs to progress the Lightsmith's abilities, and the necessary strength needed to dispel things like his Prismatic Planes (which, as should please you, may be created with any orientation and are magically supported). Prismatic planes are negligibly thick, as well--suffice to say that what is there is the equivalent of one inch of normal material.

    I might add in a penalty if his planes or creatures are destroyed--the lumens disappear for 1d4+1 rounds or so, rather than being immediatly reabsorbed. Thusly, Lightsmiths will need to have a bit more caution.

    Oh, and in terms of constructs, a Lightsmith's creations are only deconstructed under three circumstances: willingly by the smith, unwillingly by destruction/being dispelled, and the death of the Lightsmith. Sleep, being knocked out, etc...the lumens are still invested.

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    Default Re: [Class] The Lightsmith

    Quote Originally Posted by DracoDei View Post
    You probably should specify that they are Arcane casters but their abilities don't suffer failure chances for armor or shields (at least not the ones that they can create). I would also add rules for Concentration check DCs... basically what is the formula for how much an effect costs to what its equivalent spell level is for purposes of concentration checks? This conversion also matters for Globes of Invulnerability (including the Minor ones)
    They aren't arcane casters, and they don't necessarily need equivalent spell levels, because these aren't spells. There are several alternative magic systems that don't use equivalent spell levels (and so aren't affected by Globes of Invulnerability).

    The more I think about this the more ways that I realize the balance of abilities that don't run out over time must be considered.


    At first I thought this was unnecessary, now I think it is optional... Anarchic, Axiomatic, Holy, and Unholy are all +2 bonus enchantments... but they do extra damage as well. Merely aligning the weapon would be lesser... I would allow it for 1 or 2 Lumens per alignment bestowed. Just getting it for free all the time seems to be missing a chance to require strategy and thought of the player. You might also want to consider allowing them to take both armor and weapon enchantments, although if you do decide to go that route it gets a little more complex since you probably want to rule out the energy resistance effects also some of the effects are given in terms of a static price added, rather than an equivalent bonus so the rules would need to be expanded to include that.
    I sort of disagree with this; making the player guess what sort of damage reduction they'll need to overcome more than they already are isn't all that much fun. For the alignments, it makes more sense to give it to them all the time.

    One thing I want to point out is that Padded and leather armor were historically part of the under layers of most of the metal armors (to prevent chaffing and probably cushion against bludgeoning weapons, also I THINK it is believed that piercing weapons actually went through plate relatively easily and were actually slowed more by the leather underneath). Thus I would certainly allow a Lightsmith to wear at least those manufactured (as opposed to conjured) form (and maybe studded leather and Hide) as well, and still be able to conjure armor around them. The interaction of enchantments would get complex... I would say that any conjured armor suppresses the powers of the physical armor as long as it is around.
    D&D traditionally ignores that, or maybe incorporates a leather underarmor in most forms of heavy armor, I think.

    Also what happens to a Lightsmiths constructs when she dies, is KOed, asleep, etc? It would suck if the party was crossing a chasm made of Prismatic Planes and the LightSmith failed a 'save or die' and everyone got dropped... BTW I do NOT like the general rule that all walls must be created upright... as long as they are supported (or not in this specific case) then it shouldn't be a problem... just a rant of mine... anyway I would specify that the Prismatic Plane are 1 to 12 inches thick (perhaps varying with caster level... check against Wall of Stone for a ballpark) and that any parts of them that are knocked off disappear (hardness and HP per inch as per masonry, right?).

    Speaking of "Prismatic Plane" note that by spending half your points on 2 prismatic planes blocking a corridor, one behind the other, and releasing the first one when it has taken significant damage, then re-creating it right behind the other one you can REALLY slow down attackers. You can keep doing it all day, unless they manage to break through one of the walls within one round's time of the last one. The same applies to Shining Haven to a lesser degree... sure you are losing space every time you go a size down, but you have them taking damage every time they attack, and meanwhile you are running out their Rage, or spell duration, and/or another caster in the party is casting Binding or something else with a long casting time.
    Good points. Although the double-wall thing is a little too specific to be of use much of the time. Can you have multiple Prismatic Planes at the same time, even?

    Lightsmiths' luminous creatures offer MUCH more flexibility than the Summon Monster and Summon Natures Ally progressions just in terms of shear variety of creatures that can be accessed without even considering the ability to add the color effects to each one as part of their creation.
    Yeah, I'm not actually too sure about this ability... can you simply create any creature you can think of? Does it have supernatural abilities, spell-like, etc.? Is it intelligent? Or does the whole thing work more like the Astral Construct power, with a list of features to choose from?
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    Default Re: [Class] The Lightsmith

    Quote Originally Posted by The_Snark View Post
    They aren't arcane casters, and they don't necessarily need equivalent spell levels, because these aren't spells. There are several alternative magic systems that don't use equivalent spell levels (and so aren't affected by Globes of Invulnerability).
    Also a good point to consider.

    Good points. Although the double-wall thing is a little too specific to be of use much of the time. Can you have multiple Prismatic Planes at the same time, even?
    Yes, you can; I think I limited to to one plane per five levels? I'll check on that one.

    Yeah, I'm not actually too sure about this ability... can you simply create any creature you can think of? Does it have supernatural abilities, spell-like, etc.? Is it intelligent? Or does the whole thing work more like the Astral Construct power, with a list of features to choose from?
    Also something I'm looking into; the intent was to create anything you've seen before of a CR you can create. They're constructs without free will and will only obey your simple instructions...I'm not sure HOW overpowered that is, I tried to put a steep cost for increasing potential CR in lumens but I need to check it in a real gameplay setting.

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    Default Re: [Class] The Lightsmith

    Quote Originally Posted by GryffonDurime View Post
    Yes, their abilities do tend to run a bit hot if they're focusing on doing only one thing--creating planes, arming archers, or summoning creatures. That's the challenge. The Lightsmith can either be particularly apt at one thing, or he can spread his talents out over a broader spectrum.
    And he can re-direct his focus in a period of AT MOST Wisdom Bonus rounds (drop all as a free action, then recreate over the next rounds to his maximium of objects).
    Quote Originally Posted by GryffonDurime View Post
    I don't think of the Lightsmith as an arcane caster of any sort, not even one akin to the Warlock. But...I can see the benefit it would provide to allow for Spellcasting PrCs to progress the Lightsmith's abilities, and the necessary strength needed to dispel things like his Prismatic Planes
    Dispelling is usually based on caster/manifester levels, thus that is fairly straightforward, and even assumed, unless you specifically state otherwise in the description. Concentration checks, Spellcraft checks to identify an effect, and Globes of Invulnerability all go off of the spell level.
    Quote Originally Posted by GryffonDurime View Post
    (which, as should please you, may be created with any orientation and are magically supported).
    I am indeed pleased.

    Quote Originally Posted by GryffonDurime View Post
    Prismatic planes are negligibly thick, as well--suffice to say that what is there is the equivalent of one inch of normal material.
    Ack! Careful how EXACTLY you define this! Don't want the PCs to be able to creat a nearly infinitely sharp (or even razor sharp) blade behind the enemy to bull rush them back onto (Bigby's Forceful Hand) if the heavy hitters can't manage it... 1/2 inch should be good... And I have the same objection to Wall of Force and perhaps even Force cage (Barred version = Cheese-Grater of of the God's...) now any sane GM would think twice before allowing those spells to work that way, especially since force effects are invisible...
    (Sidenote: Anybody got a house rule for the damage for charging full speed into the face (rather than an edge) of a wall of force because you didn't realize it was there?)

    Quote Originally Posted by GryffonDurime View Post
    I might add in a penalty if his planes or creatures are destroyed--the lumens disappear for 1d4+1 rounds or so, rather than being immediatly reabsorbed. Thusly, Lightsmiths will need to have a bit more caution.
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    Default Re: [Class] The Lightsmith

    Can't beleive I missed this until now... you MIGHT want to consider upping the HD to d8, since until at least level 5 they would tend to fight in the same style as fighter.
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    Default Re: [Class] The Lightsmith

    Hmm...yes, but at any given time, they're more likely to have better defenses, and they can fight at range quite well.

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    Default Re: [Class] The Lightsmith

    Not at first level they aren't... and probably not at second either, since by that time a fighter can probably afford a chain shirt, and masterwork just reduces check penalties, doesn't improve AC.... I guess their defenses are as good as a theifs... especially once they hit second level... same HD and armor options... lacks Sneak attack for offense, but they basically get any masterwork weapon they might end up needing provided they plan ahead...
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    Default Re: [Class] The Lightsmith

    I'd also agree on upping the HD to a d8, since they seens about as competent at fighting as a Cleric (should be, at least.)

    Have you considered a way to get bonus Lumens? Like, from a high stat?
    Wisdom - Traditional
    Intelligent - Knows the physical properties of lumens and how best to store them
    Charisma - The character is able to "glow" in a sense, gathering more lumens.

    It's an idea that makes certain races better than others as Lightsmiths. Also, it'll make the character need more than one stat (Wisdom's all that's really needed right now), as well as allow them to create items for both themselves and their allies, as needed. As is, it'll be difficult to supply themselves alone, so it may be something to consider.
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    Default Re: [Class] The Lightsmith

    Quote Originally Posted by GryffonDurime View Post
    Also something I'm looking into; the intent was to create anything you've seen before of a CR you can create. They're constructs without free will and will only obey your simple instructions...I'm not sure HOW overpowered that is, I tried to put a steep cost for increasing potential CR in lumens but I need to check it in a real gameplay setting.
    Well, I'd say that it doesn't gain spell-like abilities at the very least. Otherwise, you could use lumens to shape something like a sphinx, couatl, or rakshasa, and get the benefit of spells. Possibly supernatural abilities should go too; like you, I haven't looked at the balance of that too hard, but it doesn't seem to make sense that, say, a light-constructed gorgon could turn people to stone.

    Maybe a template is in order for the lightsmith's constructs, so that creatures with lots of supernatural abilities can exchange them for more appropriate ones?
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    Default Re: [Class] The Lightsmith

    Oh... how many lumens to upgrade a composit bow to Mighty +X?
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    Default Re: [Class] The Lightsmith

    Quote Originally Posted by The_Snark View Post
    Well, I'd say that it doesn't gain spell-like abilities at the very least. Otherwise, you could use lumens to shape something like a sphinx, couatl, or rakshasa, and get the benefit of spells. Possibly supernatural abilities should go too; like you, I haven't looked at the balance of that too hard, but it doesn't seem to make sense that, say, a light-constructed gorgon could turn people to stone.

    Maybe a template is in order for the lightsmith's constructs, so that creatures with lots of supernatural abilities can exchange them for more appropriate ones?
    I already anticipated that; check the revised entry for Luminescent Creature; no Supernaturals or Spell-Like Abilities need apply.

    I'll work on a small menu of options ala Astral Construct to work into feats, I think.

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    Default Re: [Class] The Lightsmith

    here a healer with out being a divine spell caster called Medic of Light also you could spend extra lumens in your light pool for healing 1D4. just change the color secrets to have healing properties 1D8 plus color secret/_. also any number of small changes to Lightsmith can and will change him/her to anything eles. this is a good versital class hands down but u might want to make it a PrC where the requirements are able to wear light, medium armor, simple ,matrial weapons and and ranks in craft armor and weapon.
    Last edited by D Knight; 2007-06-05 at 05:51 AM.
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    Default Re: [Class] The Lightsmith

    Quote Originally Posted by D Knight View Post
    here a healer with out being a divine spell caster called Medic of Light also you could spend extra lumens in your light pool for healing 1D4. just change the color secrets to have healing properties 1D8 plus color secret/_.
    I leave healing to the Hearthkeeper.

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