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    Dwarf in the Playground
     
    Planetar

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    Dec 2016
    Location
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    Default Lanternlighter Prestige Class and more (Wilderness/Illumination/ Survival focussed)

    Greetings playground!

    So it seems that my muse got a bit out of hand, again, and what was supposed to be a single prestige class for my girlfriend`s wilderness-loving follower of Fharlanghn became... a bit more. So i present to you as a first draft, for your feedback, criticism and use, The Lanternlighter prestige class and associated spells, feats, items, variant classes etc.

    Please let me know your opinions for balande, features etc.

    I hope they prove fun to read, maybe interesting for you to use, and maybe even igniting your own muse for feedback and ideas for expansion and improvement. Without further ado, here they are:


    The Lanternlighter
    Spoiler: Prestige Class Description
    Show

    Be it through natural disasters, infestations of dangerous monsters or the depredations of hostile forces and organizations; traveling between centers of civilization is often a perilous undertaking. Founded a century ago through the efforts of the priesthood of Fharlanghn, this loose fraternity has attracted members of many different faiths and backgrounds, united in the cause of preserving and creating anew the pathways between settlements small and large.

    Requirements:
    • Arcane or Divine spellcasting ability (must be able to cast 3rd-level spells)
    • Must be able to cast at least three spells with the [fire] descriptor
    • Knowledge (History) or Knowledge (Local) of at least 5 ranks
    • Alignment: Any non-evil

    Hit Dice:d8
    Class Skills: Concentration, Craft (cartography), Decipher Script, Diplomacy, Spot, Heal, Knowledge (dungeoneering), Knowledge (local), Knowledge (nobility and royalty), Profession (cartographer), Listen, Sense Motive, Spellcraft, Survival.
    Skill Points per Level:4 + Intelligence Modifier

    Class Features:
    Spellcasting: At each level except 4th and 7th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane or divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming an ink caster, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

    Wayfarer Lantern: A new member to the fraternity of Lanternlighters is provided with a masterwork lantern, bullseye or hooded, worth 50 GP that serves both as a tool for many of her abilities as well as a badge of identification for members of the order. Should the lantern ever be lost or destroyed, she must pay for or provide a replacement herself.

    Fiery Ray [Sp]: A Lanternlighter can cast Fiery Ray, at will, as a spell-like ability both at range as well as on held objects, for example to ignite a lantern, lamp or torch.

    Light the way [Ex]: All non magical sources of light held by a Lanternlighter have their area of illumination doubled.

    Summon Elemental [Su]: The Lanternlighter gains the Summon Elemental Feat as a bonus feat. To use it, she must hold a lit source of non magical source of light (for example her lantern) and can only summon elementals of the fire type. Using this ability extinguishes the source of illumination.

    Wayfarer Initiate [Ex]: As long as she holds a lit non magical source of light, the Lanternlighter can spontaneously cast any spell on her spell list that has the fire descriptor. This functions the same way as spontaneous cure spells do. Using this ability extinguishes the source of illumination.

    Bonus Feat: The Lanternlighter gains the Weapon and Torch bonus feat. If she already has the feat, she may choose any other [Fighter] feat for which she meets the requirements.

    Light the way [Ex]: Any non magical source of light held by the Lanternlighter counts as a spell of the light descriptor of 1/4th her class level for the purposes of countering or dispelling spells of the darkness descriptor.

    Stalwart Beacon [Ex]: As long as she wills it, any non magical source held by the Lanternlighter automatically relights at the start of her turn.

    Celestial Guidance [Sp]: Once per day and while holding a lit non magical source of light, a Lanternlighter may cast the spell Summon Lantern Archon as a spell-like ability. The sacrifice component of the spell applies.

    Journeys Call [Su]: At 10th level, the Lanternlighter gains the ability to return from the dead under certain conditions. Should she be killed and her dead body is within 5 ft. of a lit non magical lighting implement (such as torches, lamps or lanterns) at the beginning of her next turn, she is subject to the resurrection spell. Using this ability irreparably destroys the lighting implement.

    Class Progression
    Level BAB Fort Ref Will Special Spellcasting
    1st +0 +2 +0 +2 Wayfarer Lantern, Fiery Ray +1 level of existing spellcasting class
    2nd +1 +3 +0 +3 Light the Way +1 level of existing spellcasting class
    3rd +2 +3 +1 +3 Summon Elemental +1 level of existing spellcasting class
    4th +3 +4 +1 +4 Wayfarer Initiate -
    5th +3 +4 +1 +4 +1 level of existing spellcasting class
    6th +4 +5 +2 +5 Bonus Feat +1 level of existing spellcasting class
    7th +5 +5 +2 +5 Light the way -
    8th +6/+1 +6 +2 +6 Stalwart Beacon +1 level of existing spellcasting class
    9th +6/+1 +6 +3 +6 Celestial Guidance +1 level of existing spellcasting class
    10th +7/+2 +7 +3 +7 Journeys Call +1 level of existing spellcasting class



    Pathfinder Paladin (no not the pathfinder RPG ;) )
    Spoiler: Paladin alternate class features
    Show

    As standard paladin except:

    Class Skills: Add Knowledge (local) and Survival
    Healing Light (Su): Identical to lay on hands, but it can be applied at range on any creature that is within the area of illumination of a lightsource wielded by the Paladin.
    Bolstering Flame (Su): As aura of courage, but it applies to all allies within the area of illumination of a lightsource wielded by the Paladin.
    Spellcasting: Add the following spells to the standard paladin's spell list:
    1st—annatars elementary exploration, beacon, fiery ray, secret beacon, fortify flame
    2nd—secret beacon, illuminating wave, bound in light, dazing burst
    3rd—light of revelation, dying light
    4th—calming light
    Code of Conduct: A pathfinder paladin must never willingly abandon anyone under their protection during their travels or deny help to anyone in need that they encounter in the wilderness. They must never damage or destroy structures built to provide shelter or aid in the wilderness and will try their best to improve or create such things when they can.


    Lightbringer Ranger
    Spoiler: Ranger alternate class features
    Show

    As standard ranger except:

    Class Skills: Add Knowledge (local)
    Combat Style [Ex]: The ranger is treated as having the Weapon and Torch feat instead.
    Improved Combat Style [Ex]: The ranger is treated as having the Two Weapon Fighting feat instead.
    Combat Style Mastery [Ex]: The ranger is treated as having the Improved Two Weapon Fighting feat instead.
    Spellcasting: Add the following spells to the standard ranger's spell list:
    1st—annatars elementary exploration, beacon, thieves light, secret beacon, fortify flame
    2nd—secret beacon, illuminating wave, bound in light, dazing burst
    4th—calming light


    New Spells
    Spoiler: Level 0
    Show

    Fiery ray
    Evocation [Fire]
    Level: Cleric 0, Sorcerer 0, Wizard 0,
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: Ray
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    A pale orange flame dances around in the palm of your hand and then bolts toward your target.

    You release a small ball of flame. You must succeed on a ranged touch attack with the ray to strike a target. The spell deals 1d3 points of fire damage. Flammable materials burn if the ray touches them.

    Parchment Canary
    Transmutation [Fire]
    Level: Cleric 0, Sorcerer 0, Wizard 0,
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./ level)
    Target: One non magical piece of parchment or paper, folded into an origami bird
    Duration: Concentration, up to one minute per level
    Saving Throw: None
    Spell Resistance: No

    You gently blow over the small origami bird in your palm, making its wings gently flutter in the breeze as your breath makes the paper's edges glow and shed tiny sparks of burning paper..
    As a move-action, you can direct the now animated bird to fly in a straight line at a speed of 30 ft. per round. The sparks shed by the parchment canary are not bright or large enough to shed illumination or set things aflame, but are sufficient to track the canary's path in dark or shadowy conditions. When the spell runs out, or the construct takes any damage, it bursts apart in a shower of sparks.
    Material Component: A folded paper or parchment bird



    Spoiler: Level 1
    Show

    Beacon
    Transmutation [Fire]
    Level: Cleric 1, Druid 1, Paladin 1, Ranger 1, Sorcerer 1, Wizard 1,
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./ level)
    Target: One non magical source of illumination
    Duration: 1 minute per level [D]
    Saving Throw: Fortitude negates
    Spell Resistance: No

    As you throw your lighting implement upwards, it defies gravity and continues to rise vertically at your command. The item will continue to rise up to the spell's maximum range or if an obstacle impedes it. While the spell is active, the illumination radius of the item is increased by a factor of four and it becomes bright enough to be visible from great distances, akin to a lighthouse or lit beacon.
    If any creature is within the affected items original bright illumination area (i.e. 20 ft. for a torch) they must make a Fortitude save or be dazzled for as long as they remain within the area.
    You can not move the affected item horizontally and the spell ends prematurely, should its light be extinguished for any reason.
    Focus: A torch, lamp or lantern


    Fortify Flame
    Transmutation [Fire]
    Level: Cleric 1, Druid 1, Paladin 1, Ranger 1, Sorcerer 1, Wizard 1,
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./ level)
    Target: One small non magical flame
    Duration: 1 hou3 per level [D]
    Saving Throw: Fortitude negates
    Spell Resistance: No

    As you breathe over the flame, you see it becoming more opaque, its flickering slowing to an almost imperceptible speed.
    Commonly this spell is applied to lighting implements such as torches, lamps or lanterns. It can not affect items larger than small size. As long as it is active, it prevents any mundane effect short of complete submersion to extinguish the flame. Spells such as quench can still put out the flame however.
    Focus: A torch, lamp or lantern



    Spoiler: Level 2
    Show

    Secret Beacon
    Transmutation
    Level: Cleric 2, Druid 2, Paladin 2, Ranger 2, Sorcerer 2, Wizard 2,
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./ level)
    Target: One non magical source of illumination, see text
    Duration: 1 hour per level [D]
    Saving Throw: Fortitude negates
    Spell Resistance: No

    A ghostly afterimage overlays your lightsource for a short moment, before fading from view.
    For the duration of the spell, when a creature other than you touches the lightsource, they will always know the direction and distance it is relative to them, as long as both are on the same plane.
    This effect can be applied to one creature per caster level.
    It ends when the spell duration runs out or when the light source is extinguished for any reason.
    Focus: A torch, lamp or lantern


    Illuminating wave
    Evocation [Fire]
    Level: Cleric 2, Ranger 2, Sorcerer 2, Wizard 2,
    Components: V, S, F
    Casting Time: 1 standard action
    Range: see text
    Area: Cone-shaped burst
    Duration: instantaneous
    Saving Throw: Will negates
    Spell Resistance: Yes

    You channel your energies through your lit lantern, causing a wave of orange-yellow energy to burst out from it.
    Unlit, non-magical light sources (candles, lamps, torches, lanterns or similar) within your lanterns area of illumination are lit as the wave passes over them. Attended or magical light sources can make a will save to remain unaffected. Other items or substances, even if flammable (such as open containers of oil or pieces of fabric), are not affected by this spell.
    Focus: A lantern.


    Annatars Elementary Exploration
    Divination
    Level: Cleric 2, Ranger 1, Sorcerer 2, Wizard 2,
    Components: V, S, M,
    Casting Time: One full round action
    Range: Personal
    Area: burst of 100 ft. per caster level, see text
    Duration: Instantaneous

    The caster concentrates on a blank piece of parchment and a masterwork cartographer's toolkit while casting the spell. This causes the toolkit to become magically animated and draw a basic map of the area around the caster of an area. Structures and landscapes not roughly on the same horizontal plane will only be symbolized (i.e. symbol of a tower or entry to a dungeon).
    This spell creates a basic map of all openly accessible and visible areas. Areas behind closed doors or walls are not depicted, neither are traps, creatures or objects not part of fixed structures. The spell can not see through magical illusions, invisibility or similar effects.
    Special: The area of the spell is reduced to 10 ft. per caster level indoors or underground.

    Thieves Light
    Transmutation
    Level: Bard 2, Cleric , Sorcerer 2, Wizard 2,
    Components: S
    Casting Time: 1 standard action
    Range: Touch
    Target: Lightsource touched
    Duration: 1 hour/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    The object's illumination is invisible for anyone except the creature holding the lightsource.



    Spoiler: Level 3
    Show

    Bound in Light
    Illusion (Glamer)
    Level: Bard 2, Cleric 3, Paladin 2, Ranger 2, Sorcerer 3, Wizard 3,
    Components: V, S, F
    Casting Time: 1 standard action
    Area: tee text
    Range: see text
    Duration: 1 round/level (D)
    Saving Throw: None or Will disbelief (if interacted with, everyone else)
    Spell Resistance: Yes

    As you hold your lighting implement aloft, the edges of its illumination turn from gradual to razor-sharp, as if a translucent pane of energy demarks its influence.
    Enemies within the illuminated area see the edges of your illumination as solid barriers which they are unable to pass through or damage. Mindless creatures or animals do not get a save, others can make a will save to disbelief if they interact with the boundaries of the illuminated area.
    Focus: a lighting implement such as a torch, lamp or lantern.


    Shadowplay
    Illusion (Figment)
    Level: Bard 2, Cleric 3, Ranger 3, Sorcerer 3, Wizard 3,
    Components: V, S,F
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Target: One creature within an area of artificial illumination
    Duration: one hour per level, see text
    Saving Throw: None , Will disbelief (if interacted with)
    Spell Resistance: Yes

    This spell creates an illusion of a single creature within a given item's radius of illumination (i.e. that of a torch, lamp or lantern). The illusion can be static or repeat a pattern of actions up to one minute long.
    The illusion ends prematurely if the lightsource is extinguished for any reason
    Focus: a lighting implement such as a torch, lamp or lantern.


    Dazing Burst
    Evocation [Fire]
    Level: Bard 2, Cleric 3, Paladin 2, Ranger 3, Sorcerer 3, Wizard 3,
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Held lightsource
    Area: see text
    Duration: Instantaneous; see text
    Saving Throw: Will partial; see text
    Spell Resistance: Yes

    A blinding flash of light bursts from your lightsource as it burns all of its fuel in a moment.

    Dazing Burst creates a blinding, dazzling flash of light as the lighting implement burns itself out in a moment. Sighted enemies within its area of illumination must succeed on a Will save or be dazed for 1 round per caster level. A successful Will save negates the dazing but leaves the creatures dazzled for the same duration.
    Torches or similar are consumed by this spell, lamps or lanterns merely use up their fuel.
    Material Component: A torch, the oil filling a lamp or lantern or similar.


    Dying Light
    Necromancy
    Level: Cleric 3, Bard 3, Paladin 3, Wizard 4, Sorcerer 4,
    Components: V, S, F, M
    Casting Time: 1 minute
    Range: touch.
    Target: One dead creatures remains
    Duration: 1 min./level
    Saving Throw: None
    Spell Resistance: No

    You burn a piece of a dead creature's remains in the flame of a lightsource while chanting. As you finish, the remains of the creature are outlined in pale green flames and its ghostly apparition rises and begins moving, depicting its final minutes as if time was running backwards for it.
    Besides the apparition itself, the pale green flames also outline its surroundings within a 5 ft area of it, which could show outlines of traveling companions or creatures it fought in its final moments.
    Focus: A burning lightsource



    Spoiler: Level 4
    Show

    Light of Revelation
    Abjuration
    Level: Bard 4, Cleric 4, Paladin 3, Ranger 4, Sorcerer 4, Wizard 4,
    Components: V, S, F
    Casting Time: 1 standard action
    Area: tee text
    Range: see text
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    A wave of disrupting magic bursts from your lightsource, stripping illusions and revealing what hides underneath.
    This spell works like dispel magic within your area of illumination, spreading as a burst or cone from it, but only affects spells of the illusion school.


    Calming Light
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Bard 4, Cleric 4, Healer 4,Ranger 3, Paladin 3, Sorcerer 4, Wizard 4
    Components: V, S, F,
    Casting Time: 1 standard action
    Area: See text
    Duration: Concentration, up to 1 round/level (D)
    Saving Throw: Will negates
    Spell Resistance: Yes

    This spell functions like Calm Emotions, except as noted here. This spell affects all chosen creatures within the area of illumination provided by a source of illumination held by the caster. Creatures in the dim area of illumination gain a +2 on their will save. If a creature leaves the area of illumination or is no longer directly illuminated by it for other reasons, the spell's effect on it ends.



    Spoiler: Level 7
    Show

    Manifesting Light
    Transmutation
    Level: Cleric 7, Sorcerer 7, Wizard 7
    Components: V, S, F,
    Casting Time: 1 standard action
    Area: See text
    Duration: 1d4 rounds
    Saving Throw: Will negates
    Spell Resistance: Yes

    This spell functions likeMake Manifest, except as noted here. This spell affects all creatures within the area of illumination provided by a source of illumination held by the caster. Creatures in the dim area of illumination gain a +2 on their will save. If a creature leaves the area of illumination or is no longer directly illuminated by it for other reasons, the spell's effect on it ends.




    Detailed Skill Description & Mechanics: Craft (Cartography) [Int]
    Spoiler: The Skill
    Show

    Skill: Craft (Cartography) [Int]

    Description: The Craft (Cartography) skill represents a character's ability to create accurate and detailed maps of terrain, landmarks, and other geographic features useful in navigation and survival.

    Check: Creating a map requires time, materials, and careful observation of the surroundings. The DC for a Craft (Cartography) check varies depending on the complexity and accuracy of the map being created. Creating a map on a single sheet of parchment or paper commonly takes 10 minutes.
    Sketching a basic map of a familiar area: DC 10
    Creating a detailed map or Mapping of a moderately complex area: DC 15
    Mapping complex terrain, such as one stretching over multiple heights or layer or areas with obscured features: DC 20 or higher

    Modifiers: The following modifiers may apply to creating a map with the Craft (Cartography) skill.
    • Having not seen the area yourself: +5 DC
    • Reducing the time to one minute: +10 DC
    • Hiding the map within other pieces of art or writing: +5 DC
    • Taking one hour or longer to craft the map: -2 DC
    • Using masterwork Craft (Cartography) Tools: -2 DC
    • Being within the mapped area and able to freely observe it: -2 DC
    • Crafting while under duress or in difficult conditions (e.g., while being pursued or in a hazardous environment): DC varies based on the severity of the situation, determined by the DM


    Success: A successful Craft (Cartography) check allows the character to accurately depict the mapped area, including important landmarks, terrain features, and navigational details. The resulting map can be used for navigation, exploration, or sharing information with others and conveys a +2 bonus on Survival checks within the mapped area.

    Failure: Failure on a Craft (Cartography) check may result in inaccuracies or omissions on the map, potentially leading to navigational errors or misunderstandings about the terrain. Using a map created by a failed Craft (Cartography) check applies a negative modifier on the Survival check equal to the points the crafting DC was failed by.

    Creating and Using Masterwork Maps: You can make a masterwork map using paper and inks worth at least 100GP and by succeeding on a Craft DC of at least 20. The bonus for Survival checks gained through using Masterwork maps is +1 higher than for regular maps.

    Repairing Maps: Repairing damaged maps or maps with missing parts requires the same DC that it took to make the map in the first place as well as knowledge about the missing or damaged parts of the map. The cost of repairing a map is one-fifth of the item’s price.

    Craft (Cartography) Synergy:
    • A character with 5 or more ranks in Craft (Cartography) gains a +2 synergy bonus on Survival checks. This increases to +4 when using maps they themselves have created.
    • A character with 5 or more ranks in Knowledge (Geography) gains a +2 synergy bonus on Craft (Cartography) checks.


    Special:
    • A dwarf has a +2 racial bonus on Craft (Cartography) checks related to underground areas.
    • Creatures with a natural fly speed gain a +2 racial bonus on Craft (Cartography)
    • To identify and read a map hidden within other artwork or writing, make a Decipher Script check of a DC equal to the Craft (Cartography) check used to make it.


    Epic Craft (Mapmaking): An epic map needs to be of masterwork quality and has its crafting DC increased by 20. Using an epic map when casting spells like Teleportation counts as being “very familiar” with the target area.


    Items
    Spoiler: The items
    Show

    Weapons
    Lantern Mace, light (simple)
    A light mace, except that its solid flanged head is replaced by a sturdy metal lantern.
    Mace, lantern 15 gp 1d3 1d4 ×2 — 4 lb. Bludgeoning

    Lantern Mace, heavy (simple)
    A light mace, except that its solid flanged head is replaced by a sturdy metal lantern.
    Mace, lantern 15 gp 1d4 1d6 ×2 — 4 lb. Bludgeoning

    Lantern Flail (martial)
    A heavy flail, except that the massive iron sphere at its head is replaced by a sturdy metal lantern.
    Flail, lantern 20 gp 1d6 1d8 19-20/×2 — 10 lb. Bludgeoning

    Equipment
    Lamp Bracket
    A metal attachment that can be added to any light or heavy shield or sturdy helmet, allowing the fixation of a lantern for easy illumination without having to carry it in hand. Using a lantern affixed in such a way gives the user a +2 bonus to Spot checks in dark or shadowy environments.
    Cost: 10 gp, Weight: 1 lb.

    Guardian Whistle
    A clay whistle that can produce a shrill sound easily audible from a distance when blown. When it is cracked, its alchemical components mix and produce an even louder, shriller sound for 1d4 rounds.
    Cost: 20 gp, Weight: 1 lb Craft Alchemy DC 15.

    Shield Mapframe
    A small metal frame attachable to the inside of a small, large or tower shield. It allows the wielder to study and read the small map held in it without having to put down their shield or weapon even for a moment. Changing the map held within it is a full round action.
    Cost: 25 gp, Weight: 1 lb.

    Lightweave Cloak
    A finely crafted cloak with a silvery shine, the alchemical substances worked into it can absorb energy from bright illumination and, once in darkness, will themselves shed bright illumination in a 5 ft. radius and dim illumination for another 5 ft. for a duration of 2 hours.
    Cost: 150 gp, Weight: 1 lb., Craft Alchemy DC 20

    Magical Items

    Illuminated Map
    A magical map created to surpass the limitations of mundane drawing materials, allowing the user to traverse seamlessly from a birds eye view from vast elevation down to the closest details on a map. An illuminated map can hold much larger maps and levels of detail than even masterwork maps are able to. Its bonus for survival checks in the depicted area is +4 instead of the +2 of mundane maps.
    Creation: Craft Wondrous Item, Silent Image, Caster Level 3, 1500 GP, 60 XP

    Living Map
    A living map is so called because it's magic, in addition to the effects of an illuminated map, depicts the nature of areas as the map was created including sensory detail like sounds, smells or temperature, changing as the user's finger traverses over its. It is able to convey a level of information undreamt of through lesser creations.
    Their bonus for survival checks in the depicted area is +6 instead of the +2 of mundane maps.
    Creation: Craft Wondrous Item, Major Image, Caster Level 5, 15.000 GP, 600 XP

    Warding Stones
    An invention made by the first generations of Lanternlighters, this bag of inscribed stones can be spread to encircle an area of up to a 10 ft. radius. Once securely placed, prepared spell slots can be sacrificed and their energies channeled into the circle. For each spell level so invested, the warding stones confer the effects of the Sanctuary spell on all creatures within the area for one hour per spell level. Leaving the area ends the effect on that creature until they re-enter it. Should any of the stones be destroyed or moved more than 5 ft. out of position, the energies dissipate harmlessly and the effect ends.
    Creation: Craft Wondrous Item, Sanctuary, Caster Level 3, 1500 GP, 60 XP


    Alchemical Items
    Glowpaste
    Glowpowder mixed with weak adhesives, this substance is often used to mark routes underground or to leave subtle signs only visible in darkness.
    Cost: 30 GP, Craft Alchemy DC 20

    Cleansmoke
    A powder that, when mixed with oil burned in a lamp or lantern, will produce a smoke that mutes any smells on the person holding it or those in fields adjacent to them. This increases the DC to track them through scent by 10.
    Cost: 30 GP, Craft Alchemy DC 15



    Feats
    Spoiler: The Feats
    Show

    Devouring Lantern
    Your lantern can act akin to a rod of absorption, absorbing fire based spells targeting you.
    Prerequisite: Wayfarer Lantern class feature, Character Level 9
    Benefit: As an immediate action, you can cause your held lantern to absorb the power of a single fire-based attack targeting you, thereby negating hit point damage of that attack towards yourself. When you absorb damage of an attack with your Devouring Light ability, you can absorb up to half of the negated hit point damage within your lantern, up to a maximum of your character level X your casting ability modifier. You can use this ability once per casting ability modifier per day.
    If the light in her wayfarer lantern is ever extinguished, the absorbed hit point damage is lost.

    Beacon of Life
    You can use the absorbed energies in your lantern to heal yourself or your allies.
    Prerequisite: Wayfarer Lantern class feature, Devouring Lantern Feat
    Benefit: At any point after absorbing hit point damage through your Devouring Lantern ability, the Langernlighter may choose to heal herself or any creature within the bright illumination of her lantern with the stored energy. She may divide her healing among multiple recipients, and she doesn’t have to use it all at once. Undead being targeted by this ability may make a Will save (DC 10 + ½ Lanternlighter level + Casting Modifier) for half damage. Using this ability is a standard action.

    Lantern Conflagration
    You can use the absorbed energies in your lantern to release powerful cone attacks.
    Prerequisite: Wayfarer Lantern class feature, Devouring Lantern Feat
    Benefit: At any point after absorbing hit point damage through your Devouring Lantern ability, the Langernlighter may choose to release the stored energy as a cone shaped burst of a range equal to the bright illumination covered by her wayfarer lantern. The attack deals 1d6 points of fire damage per 10 points of spent hit point damage. She doesn’t have to use it all at once and may split it into as many attacks as she wants, provided she has more than 10 hit points of stored hit point damage left in her lantern. Using this ability is a standard action.

    Elemental Lantern
    From treacherous swamps, to icy wastes and storm battered peaks, more than just fire can threaten a travelers safety. You can alter the elemental focus of the Lanternlighter to another energy type.
    Prerequisite: Wayfarer Lantern class feature, Character Level 6
    Benefit: You may change the energy type of your class abilities Fiery Ray, Summon Elemental and Wayfarer Initiate, as well as that of any Lanternlighter feat, from fire to another energy type (cold, electricity or acid).

    Rainbow Lantern
    [Epic]
    Your can use more than one elemental focus for your Lanternligher abilities
    Prerequisite: Wayfarer Lantern class feature, Character Level 21
    Benefit: You may use a second energy type for your class abilities Fiery Ray, Summon Elemental and Wayfarer Initiate, as well as for any Lanternlighter feat. You can choose from fire, cold, electricity, acid, sonic or force.
    Special: You can take this feat multiple times, adding a new energy type every time you take it.

    Illuminated Spell
    [Metamagic]
    Your magic takes the shape of the area you illuminate.
    Prerequisite: Any metamagic feat,

    Benefit: You can modify an area spell by changing the area's shape to that of the area of bright illumination of a source of light you hold. The illuminated spell works normally in all respects except for its shape.
    An illuminated spell uses a spell slot two levels higher than the spell's actual level.

    Lightbringer
    [Metamagic]
    Your magic’s might increases in areas you illuminate.
    Prerequisite: Spellcaster level three

    Benefit: Any spells you cast within the area of illumination of a lightsource you wield, are cast at +1 caster level.



    So this is it, i hope you liked it.

    P.S.: For creating the class progression, a simple ChatGPT prompt saved me SO MUCH TIME fiddling with the table in here. In case you want to know what that looks like as a prompt, here it is. I just copied the table from my google doc into the prompt:
    Spoiler: ChatGPT prompt to create the table with content
    Show

    translate this table:

    Level
    BAB
    Fort
    Ref
    Will
    Special
    Spellcasting
    1st
    +0
    +2
    +0
    +2
    Wayfarer Lantern, Fiery Ray
    +1 level of existing spellcasting class
    2nd
    +1
    +3
    +0
    +3
    Light the Way
    +1 level of existing spellcasting class
    3rd
    +2
    +3
    +1
    +3
    Summon Elemental
    +1 level of existing spellcasting class
    4th
    +3
    +4
    +1
    +4
    Wayfarer Initiate
    -
    5th
    +3
    +4
    +1
    +4


    +1 level of existing spellcasting class
    6th
    +4
    +5
    +2
    +5
    Bonus Feat
    +1 level of existing spellcasting class
    7th
    +5
    +5
    +2
    +5
    Light the way
    -
    8th
    +6/+1
    +6
    +2
    +6
    Stalwart Beacon
    +1 level of existing spellcasting class
    9th
    +6/+1
    +6
    +3
    +6
    Celestial Guidance
    +1 level of existing spellcasting class
    10th
    +7/+2
    +7
    +3
    +7
    Journeys Call
    +1 level of existing spellcasting class



    into this format:

    *paste the empty table of the correct size from your post window*
    Last edited by lolcat; 2024-02-24 at 05:58 AM.

  2. - Top - End - #2
    Ogre in the Playground
     
    GnomePirate

    Join Date
    Apr 2020
    Location
    Jerusalem
    Gender
    Male

    Default Re: Lanternlighter Prestige Class and more (Wilderness/Illumination/ Survival focusse

    I'll talk about the class, not the feats, new spells, etc. A few pointers:

    Requirements:

    • As things currently stand, the class can be qualified for with early entry tricks at level 2 (maybe level 1, with two flaws? I'm unsure, haven't tried to formulate anything). Setting the skills requirement to 8 would prevent that, without overly impacting "normal" entries, if that's something you're interested in.
    • Speaking of skills, I would've thought geography would make far more sense, fluff wise - especially given the cartography aspect. Is this pick to make the entry easier for clerics, while still requiring something too obscure for other non-wizard casters?
    • I think thematically, three spells with [fire] or [light] descriptors seems like it'd be more thematically aligned, and easier to do for spontaneous casters - which are already struggling with entry more than their prepared counterparts.
    • Nitpick: "Arcane or Divine spellcasting" - the standard way to put it would be "spells: able to cast 3rd level spells."


    Skills:

    • Limiting to 1 craft is unorthodox (almost all classes have craft, and that'd let them all take cartography).
    • Semi relatedly, it's completely unclear to me what proffession (cartographer) does, if there's both knowledge (geography) and craft (cartography). I think this skill should not exist if craft (cartography) does - and again, limiting to 1 profession skill is very unorthodox.
    • Having nobility&royalty while not having access to Knowledge (geography) on a wilderness explorer class is very strange to me - but stranger still is not having access to knowledge (history), given that it's an optional requirement!
    • 4+int points seems like a good pick to make this more robust - but if you're gonna do that, I'd consider slightly expanding the skill list. Ride and Handle Animal seem like they'd be a good fit, as do speak language and knowledge (religion).


    Class Features


    • Fiery Ray: What's the CL?
    • Summon Elemental: Getting it as a bonus feat seems off, if you can only use it under certain conditions and it's a Su feature. I'd change the language to "when holding a lit non-magical source of light, the Lanternlighter can summon a fire elemental as if she had the summon elemental reserve feat. Using this ability extinguishes the light source."
    • Wayfarer initiate: First thing first, the allusion to spontaneous cure spells makes it unclear how and if this works for spontaneous casters - but I'll assume that it works for them too (can be rephrased to ensure that's clear).

      Now. This is ****ing HUGE. You know that, right? there's like, a 100 of those on the major spell lists, they're versatile and useful. This feature rewards system mastery to an extreme degree, and makes a 4 level dip in this class pretty damn near mandatory for sorcerers. This feature is the best feature in this class by an enormous margin, it makes the rest of it look like a joke - especially for spontaneous casters.

      Don't get me wrong: I think this is a cool feature, I don't think it's "broken" per se, it just manages by itself to turn this class from mechanically mid-op, very theme-centered class to an optimization powerhouse (though not one that'd be taken past level 4, 6 at the very most, in that context) that's solely interesting for one of its features.

      It's fine if that's what you're going with, but be conscious of that choice. 4 levels of this class are now the expected baseline for any caster that takes themselves seriously in any high-op (but still practical op) context.
    • Weapon and Torch: it's thematic and all, but extremely unlikely to see use. Consider allowing the wayfarer lantern to be used for somatic and (free) material and foci, if you'd like to see Lanternlighters going around with a mace in one hand and a lantern in the other.
    • Stalwart Beacon: good feature. I'd say "any functional light source that has been extinguished", to avoid cheese and arguments.
    • Journey's Call: Needs to be rephrased. Dead bodies don't have turns, and it's not clear that it only works for one round (and not, say, years later). I'd slightly rephrase and clarify. "Should she be killed within 5 ft. of a lit non magical lighting implement (such as torches, lamps or lanterns), if the source is still lit and her dead body is still next to it when her initiative count next comes about, she rises from the dead as if the resurrection spell has been cast on her. She immediately resumes acting on her turn in the initiative, as if she hadn't died at all. Using this ability irreparably destroys the lighting implement."

      I'd also consider limiting it to once/day, though the level loss is probably punishing enough.


    Final Thoughts & Recommendations


    The class is fun and thematic. However, it is mechanically very much off-balance. Starts with three levels of full casting, which makes it a nice pick for many casters given the easy prereqs and good chassis - even if the first two levels are pretty much fluff features. What follows is a nigh-broken feature at level 4 (which is a very good reason to have a dead level casting wise here.

    However, that's followed by 2 levels of nothing again, and the next time a dead casting level comes about, the accompanying feature (while good) is not anywhere neat as powerful as the previous one.

    If you're set on using these features on the same casting chassis (1-3, 5-6, 8-10) I would put light the way at level 4, and then move the features of level 8-10 to levels 7-9, and make Wayfarer Initiate (probably called "Wayfarer Master", at that point) the capstone.
    Last edited by H_H_F_F; 2024-02-27 at 06:55 AM.
    Screaming defiance with the last breath

    It would be strange indeed if so celestial an article as FREEDOM should not be highly rated.


    My judgments and medals!

    The Iron Chef Optimization spreadsheet!

    Song, Sword, and Sorcery: my 5E homebrew half-caster bard (Version 2.0!)

  3. - Top - End - #3
    Dwarf in the Playground
     
    Planetar

    Join Date
    Dec 2016
    Location
    Europe

    Default Re: Lanternlighter Prestige Class and more (Wilderness/Illumination/ Survival focusse

    Thank you very much for the well thought out feedback, i relly appreciate it!

    i'll definitely apply most of the clarifications. Concerning the power of Wayfarer Initiate, i honestly didn't see t as that OP, since it pretty much just emulates parts of what the "Initiate of Amaunator " Feat does, which i don't really see recommended all that often, but i'll give it another careful thought for sure! I'M definitely not married to the structure or specific class features, if you have some ideas what would fit better?

    Thanks again for the input, if you (or anyone else) could point out more improvements or weaknesses on the class or the other material, please let me know :)
    Last edited by lolcat; 2024-02-27 at 08:21 AM.

  4. - Top - End - #4
    Ogre in the Playground
     
    GnomePirate

    Join Date
    Apr 2020
    Location
    Jerusalem
    Gender
    Male

    Default Re: Lanternlighter Prestige Class and more (Wilderness/Illumination/ Survival focusse

    I think that the cleric/paladin requirement is a game changer - though I still may have overstated the case. I still think it's the strongest part of the build, by a long shot.
    Screaming defiance with the last breath

    It would be strange indeed if so celestial an article as FREEDOM should not be highly rated.


    My judgments and medals!

    The Iron Chef Optimization spreadsheet!

    Song, Sword, and Sorcery: my 5E homebrew half-caster bard (Version 2.0!)

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