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Old 07-11-2012, 11:55 AM   Top  -  End  -  #1
Lix Lorn
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Default The Radiant [3.5 Base Class, Light Themed Tank Invoker]

The Radiant
‘The sun always rises.’

Background: A Radiant is one who has faith. Perhaps faith in their deity, perhaps faith in their cause. Perhaps faith only in themselves and their blade. Regardless of their beliefs, it is their will and their faith that grants them such power over light and darkness.
Races: Races with a sun or moon deity are most likely to birth Radiants into the world, but any race is capable of their talents.
Other Classes: A Radiant has a lot in common with a Crusader or Paladin, and can often get along excellently with similarly aligned members of those classes, and be the greatest of enemies for those that oppose them.
Role: A Radiant is primarily a frontline combatant, although he can serve as artillery using his Radiance.
Radiant’s in the World: Radiants are religious templars, mighty knights, beings who wield light as just another weapon. Radiants are more likely to serve a cause than to merely adventure, but some may adventure to seek a cause worthy of their trust.
Inspiration: Leona. Also Diana now.

Alignment: Generally Good, but no restrictions. Only the rarest of Radiants are true neutral.
Hit Die: d10
Starting Gold: As Paladin
Starting Age: As Paladin
Class Skills-The ’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Dex), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Arcane, Religion), Listen (Wis), Ride (Dex), Search (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Use Magic Device (Cha) .
Skill Points at 1st level: (4+ Int Modifier) x4
Skill Points per Level:4 + Int Modifier


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialInvocations Known
1st
+0
+2
+0
+0
Radiance 1d6,On Your Sleeve, Invocations (Least)1
2nd
+1
+3
+0
+0
Sense the Darkness2
3rd
+2
+3
+1
+1
Radiance 2d62
4th
+3
+4
+1
+1
Celestial Judgement (1)3
5th
+3
+4
+1
+1
Radiance 3d63
6th
+4
+5
+2
+2
Invocations (Lesser), Mettle 4
7th
+5
+5
+2
+2
Radiance 4d64
8th
+6/+1
+6
+2
+2
Celestial Judgement (2), Radiant Barrage 5
9th
+6/+1
+6
+3
+3
Radiance 5d65
10th
+7/+2
+7
+3
+3
6
11th
+8/+3
+7
+3
+3
Radiance 6d6, Invocations (Greater)7
12th
+9/+4
+8
+4
+4
Celestial Judgement (3) 7
13th
+9/+4
+8
+4
+4
Radiance 7d68
14th
+10/+5
+9
+4
+4
Improved Mettle 8
15th
+11/+6/+1
+9
+5
+5
Radiance 8d69
16th
+12/+7/+2
+10
+5
+5
Celestial Judgement (4), Invocations (Brilliant)9
17th
+12/+7/+2
+10
+5
+5
Radiance 9d610
18th
+13/+8/+3
+11
+6
+6
 10
19th
+14/+9/+4
+11
+6
+6
Radiance 10d611
20th
+15/+10/+5
+12
+6
+6
Celestial Judgement (5), That Which Sets, Rises11

Weapon and Armour Proficiency: A Radiant is proficient with up to medium armour, all shields, and up to martial weaponry. Unlike most invokers, armour does not interfere with their abilities.

Radiance (Sp): The first and greatest power of the Radiants is that which gives them their name, the ability to project a searing blast of light to destroy their foes. This attack is treated as a ranged touch attack with a range of 30ft. It deals 1d6+wisdom modifier damage at first level, and increases by 1d6 at each odd level. This damage is based on light. It deals increased damage to creatures vulnerable to light, and less damage to creatures that resist it. If a creature does not say how much more or how much less damage it takes, it suffers either 50% more or less damage.

Spell Resistance applies to a Radiance blast, although spell penetration and similar effects are applicable. Radiance does half damage to objects. As standard, metamagic feats cannot be applied to Radiance.* Radiance is a valid choice for the Ability Focus feat.

*But really, it wouldn’t be overpowered or anything. Make one spell level increase lose one dice of damage. Maybe disallow straight +damage feats like empower and maximise. Or yknow, don’t. They spent the feats on it after all.

A Radiant may invoke their Radiance as a standard action, or may infuse it into another weapon or attack as a swift action. If they do the latter, the next attack they make with that weapon or attack deals bonus damage equal to their Radiance damage.

Some of the Radiant’s Invocations modify their Radiance, sometimes at a cost to their damage or other resources. These may be combined as the Radiant wishes, as long as any semblance of sense remains. An Arctic Sunfire blast could deal frost damage with lingering damage, fire damage with a slow, or both, depending on the situation and the damage penalties taken.

On Your Sleeve: A Radiant can never hide what they are. Their power shines like the sun, and will not be hidden. All character gain a bonus on any roll to determine the Radiant’s alignment equal to half the Radiant’s level, and automatically succeed if trying to determine whether the character is a Radiant. They project an aura of their alignment (as described in Detect Alignment) as a cleric of their level.

Invocations (Sp): A Radiant does not cast, prepare, or receive spells. Instead, they expel power, whether theirs or granted through faith, in the form of tricks, defences, and attacks called invocations. A Radiant may use any Invocation she knows at will, with the following restrictions.

An Invocation is a spell like ability, and is therefore a standard action that provokes attacks of opportunity, unless stated otherwise. An invocation can be disrupted, just as a spell can be ruined during casting. A Radiant is entitled to a concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A Radiant can choose to use an invocation defensively, by making a successful concentration check, to avoid provoking attacks of opportunity. A Radiant’s caster level with her invocations is equal to her Radiant level. The save DC for an invocation, if it has a save, is 10+equivalent spell level+Radiant’s wisdom modifier. As Spell-like abilities are not spells, a Radiant cannot improve them with spell focus or metamagic, although Ability Focus and meta-spell like abilities work fine.

The four grades of invocations, in order of their relative power, are least, lesser, greater and brilliant. A Radiant begins with knowledge of one invocation of his choice, which must be a least invocation. He also knows the Sunfire Blast invocation. He gains new invocations as shown in the above table. Invocations are described at the bottom of the class.

At any level when a Radiant learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade.

Unlike Warlocks, the Invocations used by Radiants are not subject to Arcane spell failure, regardless of the armor's type, and their somatic components may be used while wielding weapons or shields. This is an ability of the Radiant class, not of the invocations they use. Radiants can qualify for some prestige classes usually intended for spellcasters, with the same rules as Warlocks. (See page eighteen of Complete Arcane, or apply logic, balance, and common sense.) When the difference matters, a Radiant's invocation is considered a divine spell, not an arcane one.

Sense the Darkness (Ex): A second level Radiant knows when their foes draw near. With but an effort of will, they can detect foes within a large radius. This functions similarly to Detect Alignment, detecting either alignment opposite that of the Radiant. In the rare cases of a true neutral Radiant, all four extreme alignments are considered opposite.
Using this ability requires a full round action to begin, and has a radius of 50ft from the Radiant.
This effect will not tell them who is of what alignment, only that it is present. They are vulnerable to overwhelming auras, but can attempt to pinpoint them with a Sense Motive check, opposed by the aura’s owner’s bluff. In certain circumstances, this could provide a bonus against ambush, or to initiative rolls.

Celestial Judgement (Su): The strength of a Radiant of fourth level is great, but vastly increased by that of his allies. Whenever he deals damage to a target with an invocation or Radiance, he ‘marks’ the target with furious energy. Until the end of the next Radiant’s turn, the first ally to successfully strike the target deals additional damage equal to the number of damage dice dealt by the Radiant, plus the Radiant's Wisdom modifier. This damage is of the same type as the Radiant’s attack.

A single foe can be marked a number of times equal to the number in brackets. Each new mark resets the duration on the old, and they are all used up on the first attack. If a new mark would be applied with higher damage, it replaces the weakest older one.

Example: A tenth level Radiant with Wisdom 17 strikes a foe with his Solar Wind invocation for 3d4 damage. This places one mark for 3+wis damage (6). On his next turn, he strikes with two Radiances, each doing 5d6+3 damage. This would place two marks, each for 5+3 (8) damage. However, a tenth level Radiant can only have two marks on a single foe, so one of the (5) marks replaces the (3) mark. An ally who strikes the target deals an additional 16 damage, half of which is fire, and the other half untyped, light based damage.

Mettle: A sixth level Radiant is a bastion of might and courage. If she makes a successful fortitude or will saving throw against an attack that normally has a reduced effect on a successful save, she instead ignores the effect entirely.

At fourteenth level, this ability upgrades. Against an effect that deals damage, she takes only half damage even on a failed save.
This applies even if the effect usually does not have a reduced effect, such as Mind Thrust. It only affects damage, it will not negate the slow from Chaos Hammer unless she passes, and she will still be slain by Recall Death if she cannot pass her save.

Radiant Barrage: An eighth level Radiant can unleash searing light as easily as swinging a sword. They may use their Radiance ability as an attack action, meaning they can make additional attacks using rapid shot, a high base attack bonus, haste, or other abilities. In addition, they can infuse their Radiance into any attacks they make without spending an action to do so.

That Which Sets, Rises (Su) A twentieth level Radiant is almost impossible to kill permanently. Whenever they are killed by any means, they return to life after ten minutes. This return is equal to a True Resurrection spell. However, for one week after this ability has activated, the effect is reduced to that of a Resurrection spell, although it works regardless of creature type and remains. In addition, when bought back through this weaker version, they have hitpoints equal to their level plus their wisdom modifier, multiplied by two.

Check the wording; if you get Resurrected, it resets the week countdown before it’s true. If you die a lot, you’ll lose levels a lot. Only the first time’s free.

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Last edited by Lix Lorn : 05-01-2013 at 07:08 PM.
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Old 07-11-2012, 01:33 PM   Top  -  End  -  #2
Madfellow
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Default Re: The Radiant [3.5 Base Class, Light Themed Tank Invoker]

Wow. Even without the invocations, this class is a powerhouse. At level 1 it's nothing spectacular, but neither is it underpowered. At level 4, Celestial Judgement makes it a great support class, and at level 6 Radiant Barrage makes both their damage output and their support even better. They're like a glass cannon, except not made of glass. You might want to dial back the raw damage output a little.

I love the fluff, though. I always thought the warlock needed a good-aligned counterpart.

Last edited by Madfellow : 07-11-2012 at 01:34 PM.
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Old 07-11-2012, 01:48 PM   Top  -  End  -  #3
Lix Lorn
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Default Re: The Radiant [3.5 Base Class, Light Themed Tank Invoker]

You maaay be right, but I'd like to point out that 1d6 is a deceptive number. 1d6 is like 4 damage.

A tenth level spellcaster can throw a 10d6 AoE, and a 10th level Radiant can do 10d6 damage with radiance.

Raw damage is underpowered!
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Old 07-11-2012, 02:51 PM   Top  -  End  -  #4
stack
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Default Re: The Radiant [3.5 Base Class, Light Themed Tank Invoker]

metamagic feats cannot be applied to Radiance.* Radiance is a valid choice for the Ability Focus feat.

*But really, it wouldn’t be overpowered or anything. Make one spell level increase lose one dice of damage. Maybe disallow straight +damage feats like empower and maximise. Or yknow, don’t. They spent the feats on it after all.


Why not just make it an SLA, like the eldritch blast, so that the SLA altering feats work?

Solar wind (least) could specify the save type to save having to go reference the spell.
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Last edited by stack : 07-11-2012 at 02:56 PM.
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Old 07-11-2012, 04:19 PM   Top  -  End  -  #5
Madfellow
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Default Re: The Radiant [3.5 Base Class, Light Themed Tank Invoker]

At level 20 it's doing either 10d6+Wis damage to 4 different creatures, 20d6+Wis to 2 creatures, or 40d6+Wis to 1 creature. Plus, any creature hit by it will take that damage again the next time it's hit by another player, so you actually double all those values.
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Old 07-11-2012, 04:34 PM   Top  -  End  -  #6
Ziegander
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Default Re: The Radiant [3.5 Base Class, Light Themed Tank Invoker]

I don't see what's "tanky" about this class. Middling HP, medium armor, no abilities or invocations that are focused on drawing enemy fire OR on increasing the Radiant's durability. I'm seeing much more of a DPS nuke/party buffer/controller.
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Old 07-11-2012, 09:17 PM   Top  -  End  -  #7
Lix Lorn
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Default Re: The Radiant [3.5 Base Class, Light Themed Tank Invoker]

Quote:
Originally Posted by stack View Post
metamagic feats cannot be applied to Radiance.* Radiance is a valid choice for the Ability Focus feat.

*But really, it wouldn’t be overpowered or anything. Make one spell level increase lose one dice of damage. Maybe disallow straight +damage feats like empower and maximise. Or yknow, don’t. They spent the feats on it after all.


Why not just make it an SLA, like the eldritch blast, so that the SLA altering feats work?

Solar wind (least) could specify the save type to save having to go reference the spell.
Ooh, both good ideas.

Quote:
Originally Posted by Madfellow View Post
At level 20 it's doing either 10d6+Wis damage to 4 different creatures, 20d6+Wis to 2 creatures, or 40d6+Wis to 1 creature. Plus, any creature hit by it will take that damage again the next time it's hit by another player, so you actually double all those values.
...no. It does 10d6+wis /per hit/. And at level 20, it still only has three attacks, which is 30d6+3wis, assuming you can hit at only +5 to hit. Bear in mind 10d6+wis is about 35 damage, and as base is half fire, which is the most easily resisted.
What's more, the marks do damage equal to the number of dice-in this case, ten-not that many dice again.

Huh. I thought I made them tankier. As a note, they do get tower shields.
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Old 07-11-2012, 09:29 PM   Top  -  End  -  #8
Madfellow
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Default Re: The Radiant [3.5 Base Class, Light Themed Tank Invoker]

But Radiant Barrage says it uses Radiance multiple times in a turn. If they all target the same opponent, it gets multiple chances to hit, and each successful hit deals damage. And the Barrage's description even cited Rapid Shot as a feat that would modify it to grant an extra use per turn.

Ah, now I see that bit in Celestial Vendetta. It might avoid confusion if it instead dealt extra damage equal to the Radiant's wisdom modifier.

Last edited by Madfellow : 07-11-2012 at 09:30 PM.
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Old 07-11-2012, 09:42 PM   Top  -  End  -  #9
Lix Lorn
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Default Re: The Radiant [3.5 Base Class, Light Themed Tank Invoker]

Ah! With Rapid Shot, you could attack at +13/+13/+8/+3. It's still unlikely the last one would hit.

It might, but it'd be stronger at early levels and weaker at later.
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Old 07-11-2012, 09:52 PM   Top  -  End  -  #10
Chronologist
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Default Re: The Radiant [3.5 Base Class, Light Themed Tank Invoker]

Radiant Barrage is listed at 6th level on the table and 8th on the class list. I assume that 8th level is the correct level, as it’s when the class gains its second attack.

How does Radiance apply to Constructs, Undead, and Oozes, all of whom usually take less or more damage from light-related damage effects?

I would recommend you change the highest-level Invocations from Bright to Brilliant. It just sounds cooler. Also, I know the classes technically has to use invocations, but at the same time I can’t help myself from thinking of them as Illuminations.

I would let a Radiant use Charisma instead of Wisdom as their choice, without sacrificing a feat. If it was Pathfinder, I would definitely make it Charisma (since Paladins now cast with Charisma in that system).

The class is begging for a limited way to heal itself. Come on, the Warlock can so that, and they aren’t nearly as likely to enter melee combat as this class. Lay on Hands seems appropriate, again especially so if it’s pathfinder, since the Radiance damage and the Lay on Hands dice share the same progression.

That’s all, it looks great.
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Old 07-11-2012, 10:05 PM   Top  -  End  -  #11
Lix Lorn
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Default Re: The Radiant [3.5 Base Class, Light Themed Tank Invoker]

Quote:
Originally Posted by Chronologist View Post
Radiant Barrage is listed at 6th level on the table and 8th on the class list. I assume that 8th level is the correct level, as it’s when the class gains its second attack.
Whoops. Good point.

Quote:
How does Radiance apply to Constructs, Undead, and Oozes, all of whom usually take less or more damage from light-related damage effects?
They take less or more damage?

Quote:
I would recommend you change the highest-level Invocations from Bright to Brilliant. It just sounds cooler. Also, I know the classes technically has to use invocations, but at the same time I can’t help myself from thinking of them as Illuminations.
Good idea!
Heh. Magical Girl fan?

Quote:
I would let a Radiant use Charisma instead of Wisdom as their choice, without sacrificing a feat. If it was Pathfinder, I would definitely make it Charisma (since Paladins now cast with Charisma in that system).
I... dunno. They were very much meant to be the wise protectors, rather than the anime heroes.

Quote:
The class is begging for a limited way to heal itself. Come on, the Warlock can so that, and they aren’t nearly as likely to enter melee combat as this class. Lay on Hands seems appropriate, again especially so if it’s pathfinder, since the Radiance damage and the Lay on Hands dice share the same progression.
There's an invocation for that!
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Old 07-11-2012, 10:20 PM   Top  -  End  -  #12
Ziegander
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Default Re: The Radiant [3.5 Base Class, Light Themed Tank Invoker]

I didn't mean to be overly scathing earlier, I actually quite like this class. It seems able to fill the niche a Swordsage is meant to albeit much more effectively. Which is good, because, as awesome as Tome of Battle, the Crusader, and the Warblade are, the Swordsage just never appealed to me. It seemed to sacrifice too much power in the interest of "versatility."
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Old 07-11-2012, 10:25 PM   Top  -  End  -  #13
Lix Lorn
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Default Re: The Radiant [3.5 Base Class, Light Themed Tank Invoker]

Quote:
Originally Posted by Ziegander View Post
I didn't mean to be overly scathing earlier, I actually quite like this class. It seems able to fill the niche a Swordsage is meant to albeit much more effectively. Which is good, because, as awesome as Tome of Battle, the Crusader, and the Warblade are, the Swordsage just never appealed to me. It seemed to sacrifice too much power in the interest of "versatility."
Thanks. I have a pretty thick skin for crticism and comments.

Swordsage? Interesting. I guess I can see that. The Swordsage is kinda nothing without its maneuvers.
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Old 07-11-2012, 11:07 PM   Top  -  End  -  #14
Chronologist
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Default Re: The Radiant [3.5 Base Class, Light Themed Tank Invoker]

Saying they take more or less damage... doesn't describe how much more or less damage they take. For example, constructs might take 1d4 damage instead of 1d6, while oozes and undead take 1d8 damage. How do you calculate that if you deal an odd-number of dice of damage, and half the damage is fire (and would therefore not be reduced)? It gets... complicated, and some rules would be most helpful.

I can see you making them Wis-based primarily, I suppose a feat isn't that much of a drawback to make them glorious, glorious Charisma-based characters. You gotta love it when your character beats enemies over the head with what's generally considered the #1 dump stat.

I see the invocation now. It is unclear. Does it give you Lay on Hands at 1/2 effectiveness? Is it based on your Charisma, or Wisdom? I don't see the Paragon Touch class feature anywhere, unless it's the general class feature name for the Lay on HAnds of non-good Paladins as well.

And yes, I am totally a Magical Girl fan. I made a Gestalt character, taking levels of Prodigy from a 3rd party technology sourcebook to make a character that could LITERALLY fire an Orbital Friendship Cannon.
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Old 07-12-2012, 09:31 AM   Top  -  End  -  #15
Lix Lorn
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Default Re: The Radiant [3.5 Base Class, Light Themed Tank Invoker]

Fair. I'll just make it an extra 50% from the radiance.

I think I'm averse to making them charisma, purely because I had to work hard to distinguish them from magical girls in my head. I do give a feat to change stat for every homebrew class I do.

That's right, but I think I'll give it full effectiveness. It's not a strong feature, after all.
Paragon's Touch is the name for my Paladin's generic lay on hands. I did link it in the invocation.
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Old 07-12-2012, 10:35 AM   Top  -  End  -  #16
stack
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Default Re: The Radiant [3.5 Base Class, Light Themed Tank Invoker]

Sun’s Blessing
Effective Level: 2
The Radiant infuses the power of the sun and moon into the target, enhancing their power.
This invocation grants a +2 enhancement bonus to a single target. This enhancement bonus is increased by one for each four caster levels the Radiant has. The Invocation lasts for twenty four hours, but cannot be used while the effects of a previous usage linger.


Enhancement bonus to what? If it is to a stat or choice of stats, its great early but ages poorly. Have to be careful with enhancement bonuses and stacking.
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Old 07-12-2012, 12:54 PM   Top  -  End  -  #17
SanguineEmpires
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Default Re: The Radiant [3.5 Base Class, Light Themed Tank Invoker]

Awesome idea! The Light Side needs to get some love every now and then, and I am not playing a lawful good magic girl (I personally subscribe to the Puella Magica school of magic girl).

Yet, to iterate a point mentioned before, this class doesn't seem tanky enough. Maybe you should a class feature like Mettle (Knight PHII), Divine Grace (Paladin PH), or Steely Resolve (Crusader ToB). Also, this class seems like a tier 4 class to me because of the warlock similarites. If you are aiming for that, great. Otherwise, may I suggest boosting the amount of invocations per level, or taking the approach of some warlock fixes, spliting the invocations into three types: radiant, buff and utility. I would come up with some flavorful names, but I am lazy .

Great class, for the Light Side!
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Old 07-12-2012, 06:21 PM   Top  -  End  -  #18
Lix Lorn
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Default Re: The Radiant [3.5 Base Class, Light Themed Tank Invoker]

Quote:
Originally Posted by stack View Post
Sun’s Blessing
Effective Level: 2
The Radiant infuses the power of the sun and moon into the target, enhancing their power.
This invocation grants a +2 enhancement bonus to a single target. This enhancement bonus is increased by one for each four caster levels the Radiant has. The Invocation lasts for twenty four hours, but cannot be used while the effects of a previous usage linger.


Enhancement bonus to what? If it is to a stat or choice of stats, its great early but ages poorly. Have to be careful with enhancement bonuses and stacking.
DERP.
It's to an attribute. It should ALWAYS be lower than the average item you'd get at that level, so it's only useful for shoring up weaknesses or at early levels. I hope.

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Originally Posted by SanguineEmpires View Post
Awesome idea! The Light Side needs to get some love every now and then, and I am not playing a lawful good magic girl (I personally subscribe to the Puella Magica school of magic girl).

Yet, to iterate a point mentioned before, this class doesn't seem tanky enough. Maybe you should a class feature like Mettle (Knight PHII), Divine Grace (Paladin PH), or Steely Resolve (Crusader ToB). Also, this class seems like a tier 4 class to me because of the warlock similarites. If you are aiming for that, great. Otherwise, may I suggest boosting the amount of invocations per level, or taking the approach of some warlock fixes, spliting the invocations into three types: radiant, buff and utility. I would come up with some flavorful names, but I am lazy .

Great class, for the Light Side!
Mettle! Mettle is an EXCELLENT idea and /why didn't I think of it/
I may also boost the HD. : / Would that push it into too good at early levels, or..?

((Also note that while they don't get heavy armor for free, they are unimpaired if they take the feat))
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Old 07-12-2012, 07:13 PM   Top  -  End  -  #19
SanguineEmpires
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Default Re: The Radiant [3.5 Base Class, Light Themed Tank Invoker]

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I may also boost the HD. : / Would that push it into too good at early levels, or..?
I see no problem with increasing the hit die to d10s.

Well, in my mind, there are only three options for a non-skillful character in melee: d8,d10 and d12. d12s are hit-dies for martial beatsticks, classes that forsake magical power for hitting something harder with a stick. This class is not a martial beatstick, so no d12s for it.
d8s, the current hit-die you have on the class, are used with the sword-sage, cleric, ranger, dusk-blade and psychic warrior. These characters make up for there lack in health with awesome magical powers. Ignoring the cleric, most of these classes stay in combat long enough to decimate the opponent and move to the next, a skirmisher.
d10s are for the god-fearing (I mean, the Soulborn, Dragon Shaman, Paladins and Crusaders all have d10s) classes that use some moderately powerful spell casting to hit a little harder, and survive the attack of the Elder Wyrm dragon long enough for the wizard to smote it. The invocations and radiant powers for this class are not all powerful, at most they match in power to martial maneuvers or a slightly unoptimized psychic warrior. Therefore, this class would fit into the d10 category.

Also, on a unrelated note, those two dead levels make my flesh crawl. When I level up, I like to think that I got a new toy, or slapped a new shiny light on an existing one. I will hold off on any more ideas until I actually play the class. Thanks for the taking my ideas into consideration.
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Old 07-12-2012, 08:09 PM   Top  -  End  -  #20
Lix Lorn
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Default Re: The Radiant [3.5 Base Class, Light Themed Tank Invoker]

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I see no problem with increasing the hit die to d10s.

Well, in my mind, there are only three options for a non-skillful character in melee: d8,d10 and d12. d12s are hit-dies for martial beatsticks, classes that forsake magical power for hitting something harder with a stick. This class is not a martial beatstick, so no d12s for it.
d8s, the current hit-die you have on the class, are used with the sword-sage, cleric, ranger, dusk-blade and psychic warrior. These characters make up for there lack in health with awesome magical powers. Ignoring the cleric, most of these classes stay in combat long enough to decimate the opponent and move to the next, a skirmisher.
d10s are for the god-fearing (I mean, the Soulborn, Dragon Shaman, Paladins and Crusaders all have d10s) classes that use some moderately powerful spell casting to hit a little harder, and survive the attack of the Elder Wyrm dragon long enough for the wizard to smote it. The invocations and radiant powers for this class are not all powerful, at most they match in power to martial maneuvers or a slightly unoptimized psychic warrior. Therefore, this class would fit into the d10 category.

Also, on a unrelated note, those two dead levels make my flesh crawl. When I level up, I like to think that I got a new toy, or slapped a new shiny light on an existing one. I will hold off on any more ideas until I actually play the class. Thanks for the taking my ideas into consideration.
d10s it is.

I agree on the dead levels, but I ran out of ideas and didn't want to wait ages.
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Old 07-12-2012, 09:48 PM   Top  -  End  -  #21
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Default Re: The Radiant [3.5 Base Class, Light Themed Tank Invoker]

Oohh, another invoker! I like invokers

Reading over it, the Radiant seems less powerful than my Servitor (which I use as my yardstick for mid-high tier 2 class), and probably for good reason. Assuming you were aiming for a tier on par with or a little higher than the Warlock I'd say you have done a fine job.

As far as flavor goes it is nice, but necessarily narrow. I tried my best to steer away from that and towards multiple choices in flavor when I made my own invoker but there was no chance I'd be able to capture the feel that classes like this and the warlock manage. Hats off to you!
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Old 07-12-2012, 10:11 PM   Top  -  End  -  #22
Lix Lorn
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Default Re: The Radiant [3.5 Base Class, Light Themed Tank Invoker]

Thanks!
I was theoretically aiming for tier 3, I think.

I did try to leave the OPTION for other paths, but the fluff is pretty specific. There should be available options for a moon themed character, especially with the undead stuff.
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Old 07-15-2012, 11:11 AM   Top  -  End  -  #23
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Default Re: The Radiant [3.5 Base Class, Light Themed Tank Invoker]

This class is...well, brilliant

It's well put together and also well balanced considering what it's balancing against. I also just sort of love it on principle.

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I think I'm averse to making them charisma, purely because I had to work hard to distinguish them from magical girls in my head. I do give a feat to change stat for every homebrew class I do.
On that note...be aware I will likely be using this class at least once in the Magical Girl game I am running. If it comes out with anything that could be considered solid playtest material, I will let you know soonest.

Thank you so much for making this. I love it.
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I was wondering how long that would take.

Ok guys, thread's over, Snowfire won.
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Old 07-15-2012, 04:55 PM   Top  -  End  -  #24
Lix Lorn
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Default Re: The Radiant [3.5 Base Class, Light Themed Tank Invoker]

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This class is...well, brilliant

It's well put together and also well balanced considering what it's balancing against. I also just sort of love it on principle.
Ha. Thank you. xD

Quote:
On that note...be aware I will likely be using this class at least once in the Magical Girl game I am running. If it comes out with anything that could be considered solid playtest material, I will let you know soonest.

Thank you so much for making this. I love it.
Hee. Well, I hope it manages to hold seperate from the magical girls. And thank you!
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Old 07-16-2012, 04:42 AM   Top  -  End  -  #25
Story Time
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Default Re: The Radiant [3.5 Base Class, Light Themed Tank Invoker]

...I looked at this class...

...I'm going to wait until the changes are implemented to add more...
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Old 07-16-2012, 09:36 PM   Top  -  End  -  #26
Lix Lorn
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Default Re: The Radiant [3.5 Base Class, Light Themed Tank Invoker]

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...I looked at this class...

...I'm going to wait until the changes are implemented to add more...
...which changes?
(confuse)
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Old 08-15-2012, 02:44 PM   Top  -  End  -  #27
Lix Lorn
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Default Re: The Radiant [3.5 Base Class, Light Themed Tank Invoker]

Updated to reflect Diana's release.
ACF, five new invocations.
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