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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 10-16-2012, 10:35 PM   Top  -  End  -  #1
Selinia
Ogre in the Playground
 
 
Join Date: May 2010
Default Tome of Radiance: Mastering the Power of Love and Justice

Tome of Radiance
The Magical Girl, Reborn

Don’t forget.
Always, somewhere, someone is fighting for you.
As long as you remember her,
you are not alone.

So what's this?

A year ago - to the day, in fact - I posted the Magical Girl Base Class. It was my first bit of homebrew, and I will readily admit, calling it 'poorly planned' would probably be the kindest way to describe the poor thing. Its mechanics were all over the place, it was woefully underdeveloped, riddled with errors and typos and it generally didn't have much going for it other than a groundwork of fluff.

But as it turns out, that fluff was enough to attract the enthusiasm of people much better at this than I am. I've touched up the magical girl, tweaked her, given her makeup and a dress and shoved her out on stage to perform, and she did a pretty good job of it! But no matter how much content I added, and how many contributions were made by wonderful threadgoers, the Magical Girl was ultimately still hampered by the shoddy mechanics that operated at her very core. The patches and touchups hit it well, but the truth is that she was buried underneath an enormous pile of fixes, alternate features, special exceptions and outright contradictory combinations. I'd get headaches trying to figure out how to let this class feature combo with that one, in hopes of getting this or that character design to work.

So I ultimately decided, with a year of homebrewing under my belt (and some people to actually proofread my work), that I'd go back to the very foundation of the class. Drop the quarrelsome archetypes and confusing workarounds, and try a system that would actually pull off what I'd been struggling to allow.

Somewhere along the line, that stopped meaning one class, and started meaning several. So here they are. I don't pretend this is done - there's a lot left to do by any measure, and with such a vast pool of source material, I'm not really sure I could 'finish' this project with all the time in the world.

But incomplete as it is, I hope somebody enjoys this endeavor.

The Wielders of Light

Light is everywhere. It springs from the candle at a child's bedside, warding off the monsters in the dark. It shines from the sun, high in the sky, bringing life and warmth to all the lands of the world. It hangs in the endless void between stars, bearing witness to the awesome splendor of the universe. It lingers in the Astral expanses between worlds. But more than anywhere else - more than in the brightest lamp, or fiercest fire - Light shines in the hearts and souls of mortals.

Not all of them can feel it. Most truly experience the surging of light a handful of times in their life. But for some, the light is a calling. It is a purpose, ingrained into their very nature - to live and breathe as the beacons to hold fast to the light in an often dark and terrible world.

The children of light fight for a bright new day. A morning that shines in innocence, where love and laughter drown out the wicked dark. Their hope burns strong and swift, though older and wiser heads will gently rebuke such fanciful dreams. For even the sternest admonition must falter before wide and innocent eyes.

After all... what wonders might be wrought if they are right?
__________________
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Homebrew:

Last edited by Selinia : 10-23-2012 at 11:19 AM.
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Old 10-16-2012, 10:36 PM   Top  -  End  -  #2
Selinia
Ogre in the Playground
 
 
Join Date: May 2010
Default Re: Tome of Radiance: Mastering the Power of Love and Justice

Champion


"Miracles happen! We can make them, with our own hands! Just look at me - what more proof do you need?"
-Sayaka, a Champion

Each individual has things they treasure. People or places or things they wish to protect. For some, the power of light is simply a tool to stand up and fight the battles they had always wished they were strong enough to fight. For others, the realization comes more gradually, a slow revelation of the precious world they have been charged with protecting. Regardless of how or when they understand their role, these are the champions of the light.

Such individuals often do not understand the power their wield. They know that they are stronger, and faster, and that when they call for aid they are answered by a mighty torrent of illumination, but they ultimately do not care. Their power is their own, and how they use it is all that concerns them. They are the guardians of light, its stalwart wardens, and its vanguard against the darkness of the world. With unshakable courage and boundless hope, champions forge a bright new sunrise with every ounce of sweat and tears they have to offer.

Making a Champion:
Spoiler


Class Skill List: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate, Jump, Knowledge [Local], Perform, Sense Motive, Swim, Tumble, Use Magical Device
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

Champion

Hit Dice: d10
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialIlluminations KnownIlluminations Readied
1st
+1
+0
+2
+2
Radiant Armaments, Merciful
4
1
2nd
+2
+0
+3
+3
Power of Friendship
4
1
3rd
+3
+1
+3
+3
Cartridges (1)
5
2
4th
+4
+1
+4
+4
Enhanced Armaments
5
2
5th
+5
+1
+4
+4
Cartridges (2)
6
2
6th
+6/+1
+2
+5
+5
Force of Personality
6
3
7th
+7/+2
+2
+5
+5
7
3
8th
+8/+3
+2
+6
+6
Enhanced Armaments
7
3
9th
+9/+4
+3
+6
+6
8
4
10th
+10/+5
+3
+7
+7
The Meaning of Courage, Cartridges (3)
8
4
11th
+11/+6/+1
+3
+7
+7
9
4
12th
+12/+7/+2
+4
+8
+8
Enhanced Armaments
9
5
13th
+13/+8/+3
+4
+8
+8
10
5
14th
+14/+9/+4
+4
+9
+9
Mettle
10
5
15th
+15/+10/+5
+5
+9
+9
Cartridges (4)
11
6
16th
+16/+11/+6/+1
+5
+10
+10
Enhanced Armaments
11
6
17th
+17/+12/+7/+2
+5
+10
+10
12
6
18th
+18/+13/+8/+3
+6
+11
+11
Font of Life
12
7
19th
+19/+14/+9/+4
+6
+11
+11
13
7
20th
+20/+15/+10/+5
+6
+12
+12
Enhanced Armaments, Cartridges (5), Sunlight Apotheosis
13
7

Weapon and Armor Proficiency: A champion is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (but not tower shields).

Illuminations (Su): Infused as they are with the power of light, a champion is capable of crafting and calling upon powerful manifestations of radiant energy known as Illuminations. A champion knows a fixed number of illuminations, and may change any number of her known illuminations freely each time she gains a level in this class. To use her known illuminations, a champion must first prepare them – preparing illuminations is a simple process requiring five minutes of introspection, weapons drills, or some other mentally relaxing activity. Once her preparation is complete, the champion may choose a number of her known illuminations to ready. Readied illuminations remain readied until the champion prepares new ones. A champion’s Evoker Attribute is Charisma.

Illuminations are explained more completely in their own section.

Radiant Armaments (Su): Upon awakening to the radiance within her soul, a champion establishes a bond with a particular weapon and suit of armor – respectively referred to as her Costume and her Device. How a champion finds the armaments that are hers by right varies widely; she may stumble upon them in a dream, only to awake clutching them in hand, or she might find them in the crater left behind by a falling star, but they always appear within a week of attaining her first level in this class.

Radiant Armaments are described more completely in their own section.

Merciful (Ex): Whenever a champion deals damage with an attack or an Illumination, she may choose to deal non-lethal damage instead with no penalty to attack or damage rolls.

The Power of Friendship (Ex): A champion is capable of swaying the alignment of captured foes, as described in the Power of Friendship section below.

Additionally, a champion may hasten the conversion process through the brutal honesty that lies in the language of battle. A champion may challenge a captive to fair and single combat in place of a session of conversation. This combat may follow any rules the champion dictates, but it must be reasonably fair, and the captive must be fully willing - no benefit is gleaned from simply shoving a helpless captive into an arena and beating her senseless. Should the champion emerge victorious from the duel, she immediately gains 5 successes towards that captive's total, and reduces the DC of all future redemption checks with them by 3. Win or lose, a champion can only duel a given captive once.

Cartridges (Su): While all evokers wield weapons and armor of light, champions possess a bond far stronger than most. Beginning at 3rd level, by storing quantities of condensed power within some physical receptacle, a champion can create a potent trinket known as a Cartridge. Despite the name, these can take any form imaginable, from metal-cased shells to glimmering gemstones to carefully-scribed prayer strips.

A champion may load a cartridge into her device as a swift action, and may activate it as a free action that can only be taken on her turn. A device may hold a single cartridge at a time. A champion can create cartridges with a small, personalized ritual lasting at least five minutes. If she wishes, she may create cartridges in the same ritual in which she readies her illuminations. A champion may initially carry only one cartridge at a time: at fifth level, and every five levels thereafter, she may carry an additional cartridge. There is no limit to the number of cartridges a champion can create in a day, but any cartridge that leaves its creator's possession fades back into nothingness in one round. It is impossible for one champion to use the cartridges of another.

Cartridges may be expended as a free action that may only be taken on the champion's turn. When a cartridge is expended, the champion selects one of her active costume effects, with the outcome of the cartridge expenditure varying based on the effect it is being used to fuel. A more complete explanation of various cartridge effects may be found below, in the section devoted to Radiant Armaments. A champion may prematurely end a cartridge effect as a free action.

Enhanced Armaments (Ex):
At 4th level, and every four levels thereafter, a champion’s bond with her radiant armaments grows, allowing them to grow and evolve with her burgeoning power. At each specified level, the champion may select one of the Enhanced Armaments effects listed in the Radiant armaments section to be applied to her costume or device.

Force of Personality (Su): Beginning at 6th level, a champion’s body is fundamentally fused with radiant energy, blurring the lines between spirit and flesh. The champion may add her Charisma modifier to any of her Strength or Dexterity checks, or checks with skills based in Strength of Dexterity.

The Meaning of Courage (Ex): Beginning at 10th level, whenever a champion is subject to a fear effect, she draws from her reserves of courage and faces it. A shaken champion negates the penalties and actually gains a +2 bonus on attack rolls, saving throws, skill checks and ability checks against the source of fear; a frightened champion furthermore ignores the compulsion to run away and ignores difficult terrain and other natural impediments when drawing near the enemy; a panicked champion gains a +2 bonus to Armor Class. Penalties to attack rolls, saving throws, skill checks and ability checks still apply on the champion for any creature of object that is not the source of fear. If the champion manages to defeat or destroy the source of fear, she is healed from the condition.

Mettle (Ex): Beginning at 14th level, if a champion makes a successful Will or Fortitude save that would normally reduce the save’s effect, she suffers no effect from the spell at all. Only those spells with a saving throw entry of “partial” or “half” are affected by this ability, and only for purposes of Will and/or Fortitude saves with these descriptors.

Font of Life (Ex): At 18th level, a champion lives and breathes luminous energy – it floods her veins, and keeps her standing when anyone else would have been felled by their wounds. She is never considered disabled or staggered, even if she has less than 0 hit points or her nonlethal damage exceeds her current hit point total, and gains a bonus equal to her Charisma modifier on saving throws against death effects.

Furthermore, she may continue to fight even if she has less than -10 hit points, but only to an amount of negative hit points equal to 10 plus her character level plus her Constitution modifier. Instant death effects and attacks that destroy the body still affect the champion if successful.

Sunlight Apotheosis (Su): The barrier between the champion and the radiant power she channels has all but dissolved. She is likely a very different person from the one who first set foot on her long adventure, but her blazing spirit has preserved against all odds in the darkness of the world, beaming forth with a fury that angels and demons might envy. At 20th level, a champion forevermore becomes a Native Outsider with one alignment subtype of her choice, with all the traits that implies. Further, she can no longer be aged by any means mundane or magical, and will never die of old age.

Additionally, the champion may craft a single, special illumination, binding it to the unfathomable wellspring of radiance that she has become. This illumination calculates the effect of its Foundation component as if it possessed a mote cost of [the champion's evoker level * 1.5], rounding down. The champion may evoke this illumination once per encounter, and invariably pays 20m for it, regardless of its actual cost. The champion may alter or replace this illumination whenever she gains a permanent evoker level.
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Lovely Rita Mordio avatar by Zefir! Thank you!

Homebrew:

Last edited by Selinia : 04-07-2013 at 10:04 PM.
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Old 10-16-2012, 10:37 PM   Top  -  End  -  #3
Selinia
Ogre in the Playground
 
 
Join Date: May 2010
Default Re: Tome of Radiance: Mastering the Power of Love and Justice

Stargazer


"Such beauty and wonder! Truly, I have never seen its like. If we could harness even the tiniest measure of the power in that distant sea of stars, the world would know no reason for darkness."
-Precia, a Stargazer

Mortals have always looked to the stars. They have sung songs in their honor, painted great masterpieces in a vain attempt to capture the beauty of the heavens above. It has been said that even angels, when seeking beauty not to be found in their eternal gardens, have gazed upwards in reverence at the most ancient of lights and whispered their praises. All beings look to the stars... and yet, so very few truly see them.

The light of the stars is faint. It may be drowned by the sun, by the moon - even the torches of mortals can hide them from view. Most who hear their song ignore it, if they notice it at all. But some seek it out. The task of these few is not an easy one - to extract from the vast emptiness the notes of a song older and more complex than any mortal mind could fathom. A song of beauty and ugliness both, and of the battles fought by the purest radiance the cosmos has ever known. Calling upon hidden secrets imparted by the very constellations above, stargazers shine as stars reborn in flesh, and with patience and foresight, they shall chart the path to an era bathed in light.

Making a Stargazer:
Spoiler


Class Skill List: Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge [All skills, taken separately] (Int), Listen (Wis), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha)
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

Stargazer

Hit Dice: d6
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialIlluminations KnownIlluminations Readied
1st
+0
+0
+0
+2
Radiant Armaments, Merciful, Complex Formula (1, +1)
6
4
2nd
+1
+0
+0
+3
Astral Celerity, The Power of Friendship
7
4
3rd
+1
+1
+1
+3
Luminous Reservoir (6m)
8
5
4th
+2
+1
+1
+4
Complex Formula (1, +2)
9
5
5th
+2
+1
+1
+4
Luminous Reservoir (9m)
10
6
6th
+3
+2
+2
+5
Shining Schemata
11
6
7th
+3
+2
+2
+5
Luminous Reservoir (12m)
12
7
8th
+4
+2
+2
+6
Complex Formula (2, +3)
13
7
9th
+4
+3
+3
+6
Luminous Reservoir (15m)
14
8
10th
+5
+3
+3
+7
Sagacity
15
8
11th
+5
+3
+3
+7
Luminous Reservoir (18m)
16
9
12th
+6/+1
+4
+4
+8
Complex Formula (2, +4)
17
9
13th
+6/+1
+4
+4
+8
Luminous Reservoir (21m)
18
10
14th
+7/+2
+4
+4
+9
Grace of Aeons
19
10
15th
+7/+2
+5
+5
+9
Luminous Reservoir (24m)
20
11
16th
+8/+3
+5
+5
+10
Complex Formula (3, +5)
21
11
17th
+8/+3
+5
+5
+10
Luminous Reservoir (27m)
22
12
18th
+9/+4
+6
+6
+11
23
12
19th
+9/+4
+6
+6
+11
Luminous Reservoir (30m)
24
13
20th
+10/+5
+6
+6
+12
Complex Formula (3, +6), Starlight Apotheosis
25
13

Weapon and Armor Proficiency: Stargazers are proficient with all simple weapons, and with light armor.

Illuminations: Infused as they are with the power of light, a stargazer is capable of crafting and calling upon powerful manifestations of radiant energy known as Illuminations. A stargazer knows a fixed number of illuminations, and may change any number of her known illuminations freely each time she gains a level in this class. To use her known illuminations, a stargazer must first prepare them – preparing illuminations is a simple process requiring five minutes of introspection, weapons drills, or some other mentally relaxing activity. Once her preparation is complete, the stargazer may choose a number of her known illuminations to ready. Readied illuminations remain readied until the stargazer prepares new ones.

Illuminations are explained more completely in their own section.

Radiant Armaments (Su): Upon awakening to the radiance within her soul, a stargazer establishes a bond with a particular weapon and suit of armor. How a stargazer finds the armaments that are hers by right varies widely; she may stumble upon them in a dream, only to awake clutching them in hand, or she might find them in the crater left behind by a falling star, but they always appear within a week of attaining her first level in this class.

Radiant Armaments are described more completely in their own section.

Merciful (Ex): Whenever a stargazer deals damage with an attack or an Illumination, she may choose to deal non-lethal damage instead with no penalty to attack or damage rolls.

Complex Formula (Su): A stargazer understands the workings of her power in ways other evokers could only dream of, coaxing their inner light into incredible displays of power. At 1st level, the stargazer may craft a single illumination as a complex formula, independent of her normal illuminations known. When evoking this illumination, the stargazer gains an effective +1 increase to evoker level for all purposes, and the illumination may be crafted using this increased evoker level for the purpose of determining mote limits. Any mote cost above the stargazer’s unmodified evoker level is paid for by this ability – she receives the full effect of the illumination, but will never pay a number of motes greater than her unmodified evoker level. A stargazer may use her complex formula once per encounter.

At 4th level, and every four levels thereafter, the stargazer may use her complex formula an additional time per encounter, and the effective increase to evoker level increases by +1. At 8th level, and again at 16th level, the stargazer may learn an additional complex formula. All of a stargazer's complex formulae are considered readied at all times, and do not count against her normal limit of illuminations known or readied, but the encounter usage limits are shared between all of them. A stargazer may alter or replace any of her known complex formulae freely whenever she gains a permanent evoker level.

Astral Celerity (Su): As she adapts to take in the distant starlight so closely tied to her power, a stargazer’s awareness of minor disturbances in her environment grows to be heightened by this spiritual alertness. At 2nd level and onwards, the stargazer may add her Intelligence modifier as a bonus to initiative checks, up to a maximum bonus of her class level.

The Power of Friendship (Ex): A stargazer is capable of swaying the alignment of captured foes, as described in the Power of Friendship section below.

In addition, a stargazer is remarkably skilled at couching her arguments in rationality and healthy common sense. Appealing to head as much as heart, a stargazer may use her Intelligence score, rather than her Charisma score, when making redemption checks. And while such arguments may at times fall of deaf ears, they do not cease to be true with repetition – a stargazer may ignore any increase in DC that would result from the Jaded penalty.

Luminous Reservoir (Su): Most evokers are limited to shaping the surging light within them as they would untamable river, unable to meaningfully control it beyond the fleeting instant in which it passes through them. stargazers, however, develop the talent of quieting their inner fire, gathering portions of radiant energy for carefully-planned later use. At 3rd level, a stargazer gains a reservoir of bonus motes at the beginning of each encounter. These motes may not be invested in costume elements or feats, and do not refresh with her mote pool, but they otherwise may be spent exactly as normal motes. Whenever a stargazer spends motes, she may choose to draw them from her regular mote pool, her luminous reservoir, or any combination of the two she wishes. At 5th level, and every odd-numbered level thereafter, the number of motes in this reservoir expands by three.

Shining Schemata (Su): At 6th level, a stargazer’s understanding of her radiant power reaches a point where she can use it as fuel for the magic of others. Carefully channeling raw energy into frameworks devised by more traditional academics, a stargazer may use this power to craft magical items, even if she does not know the spells required to make an item (although she must know the appropriate item creation feat). The stargazer can substitute a Use Magic Device check (DC 15 + spell level) in place of a required spell she doesn’t know or can’t cast.

If the check succeeds, the stargazer can create the item as if she had cast the required spell. If it fails, she cannot complete the item. She does not expend the XP or gp costs for making the item; her progress is simply arrested. She cannot retry this Use Magic Device check for that spell until she gains a new level. For the purpose of qualifying for item creation feats, and for all purposes involved in the item creation process, treat the evoker as having a caster level equal to her evoker level.

Additionally, the stargazer may henceforth use either her Intelligence modifier or her Charisma modifier on Use Magic Device checks, and she gains Scribe Scroll as a bonus feat.

Sagacity (Ex): Beginning at 10th level, a stargazer’s graceful intellectualism and breadth of study grants her words a weight that cannot be accounted for with mere force of personality. When attempting to persuade a creature or sway its opinions, the stargazer may use a relevant Knowledge check in place of a Bluff of Diplomacy check. For example, a stargazer masquerading as a priest might use Knowledge (Religion) to fool ‘fellow’ devotees, or dissuade a king from declaring war by calling upon Knowledge (History). Applicability of a knowledge skill for use with this ability is ultimately a matter of DM discretion, but lenience is encouraged.

Grace of Aeons (Su): Radiance is the sword of the stargazer, and it is her shield. Its power infuses her, and the lesser ills of the world find little purchase in her gleaming essence. Beginning at 14th level, a stargazer adds her Intelligence modifier as a bonus to all saving throws.

Starlight Apotheosis (Ex): The barrier between the stargazer and the radiant power she channels has all but dissolved. She is likely a very different person from the one who first set foot on her long adventure, but her blazing spirit has preserved against all odds in the darkness of the world, beaming forth with a fury that angels and demons might envy. At 20th level, a stargazer forevermore becomes a Native Outsider with one alignment subtype of her choice and an Augmented subtype pertaining to her previous type, with all the traits that implies. Further, she can no longer be aged by any means mundane or magical, and will never die of old age.

Additionally, the stargazer’s powers have grown so precise, and so pure, that the cosmos truly cannot differentiate her radiance from its own, and her mastery over the lights around her is without reproach. With naught but the glimmer of a lantern, she can craft lights to rival the stars above. So long as there is a light source within 60’ of the stargazer, her illuminations and any supernatural abilities granted by this class cannot be suppressed by an anti-magic field or similar effect, regardless of its strength or origin.
__________________
Lovely Rita Mordio avatar by Zefir! Thank you!

Homebrew:

Last edited by Selinia : 02-07-2013 at 06:47 PM.
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Old 10-16-2012, 10:38 PM   Top  -  End  -  #4
Selinia
Ogre in the Playground
 
 
Join Date: May 2010
Default Re: Tome of Radiance: Mastering the Power of Love and Justice

Empath


"Open your eyes, as I did - you will see a fire that burns brighter than any in the distant sky."
-Lain, an Empath

Mortals yearn for light - they have huddled around crude fires since the dawn of time. They build lights to the heavens, and chase away darkness with a thousand clever inventions. And yet, if you locked a mortal in the darkest of rooms, stole the sun and stars from the sky, and drowned every candle and torch in liquid night... light would remain.

An empath does not kindle some grand beacon within herself, or shout out for the lights of the world to awaken at her command. An empath simply opens her eyes. She looks within her fellow mortals and sees a sea of embers - a thousand-thousand candles, impossibly faint, which together illuminate the world below with a brilliance no celestial body could hope to match. The light of an empath is the light of mortals: from their victory fires to funeral pyres. From the darkest embers of rage, to the most resplendent beacons of love imaginable. It is the good, the wicked, and every shade between. And like the moon, the empath stands resplendent, blazing with the reflection of every heart and mind to ever grace the earth.

Making an Empath:
Spoiler


Class Skill List: An empath reflects and channels a power formed from the sum total of all mortal experiences, and finds that no that task she sets her mind to will ever feel wholly unfamiliar. An empath may treat any skill as a class skill.
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

Empath

Hit Dice: d8
LevelBase Attack BonusGood Saves*Poor Saves*SpecialPersona CapacityPersonas KnownInnate Illuminations
1st
+0
+2
+0
Radiant Armaments, Merciful, Manifest Persona (Least Aspects)
2
2
0
2nd
+1
+3
+0
Power of Friendship
2
2
0
3rd
+1
+3
+1
2
2
0
4th
+2
+4
+1
2
2
1
5th
+2
+4
+1
Manifest Persona (Lesser Aspects)
2
3
1
6th
+3
+5
+2
2
3
1
7th
+3
+5
+2
2
3
1
8th
+4
+6
+2
3
3
2
9th
+4
+6
+3
3
3
2
10th
+5
+7
+3
Manifest Persona (Greater Aspects)
3
4
2
11th
+5
+7
+3
3
4
2
12th
+6/+1
+8
+4
3
4
3
13th
+6/+1
+8
+4
3
4
3
14th
+7/+2
+9
+4
3
4
3
15th
+7/+2
+9
+5
Manifest Persona (Sublime Aspects)
3
5
3
16th
+8/+3
+10
+5
4
5
4
17th
+8/+3
+10
+5
4
5
4
18th
+9/+4
+11
+6
4
5
4
19th
+9/+4
+11
+6
4
5
4
20th
+10/+5
+12
+6
Moonlight Apotheosis
4
6
5
*Without a persona manifested, an empath treats her Will, Fortitude, and Reflex saves as Poor Saves. Most aspects allow her to treat one or more saves as Good Saves while manifesting them.

Weapon and Armor Proficiency: Empaths are proficient with all simple weapons, and with light and medium armor.

Illuminations: Infused as they are with the power of light, an empath is capable of crafting and calling upon powerful manifestations of radiant energy known as Illuminations. The illuminations of an empath are intrinsically bound to her personas – each of her personas possesses a fixed illumination capacity. The empath crafts a separate illumination list, with a number of illuminations up to her Persona Capacity, to form the Illuminations Known list for each of her personas. While manifesting a persona, an empath can evoke any illumination known by that persona – she does not require any form of preparation beyond donning the persona itself.

In addition to those illuminations bound to her personas, beginning at 4th level, the empath gains a small number of Innate Illuminations. These illuminations are always considered to be both Known and Readied, regardless of which of her personas an empath is currently manifesting.

Illuminations are explained more completely in their own section.

Radiant Armaments (Su): Upon awakening to the radiance within her soul, an empath establishes a bond with a particular weapon and suit of armor. How an empath finds the armaments that are hers by right varies widely; she may stumble upon them in a dream, only to awake clutching them in hand, or she might find them in the crater left behind by a falling star, but they always appear within a week of attaining her first level in this class.

Radiant Armaments are described more completely in their own section.

Merciful (Ex): Whenever an empath deals damage with an attack or an Illumination, she may choose to deal non-lethal damage instead with no penalty to attack or damage rolls.

Manifest Persona (Su): An empath draws her power from the teeming masses of life – from the sparks of light that reside within the souls of every being, living, dead, or immortal. In the great pool of thought and feeling that makes up the world of men and gods, each empath finds many reflections, each one binding her to another facet of the world. These reflections are an empath’s Personas – the primordial mantles that allow her to unleash the radiance she had gathered in patterns all her own.

An empath may manifest any of her personas (or dismiss her current persona) as a swift action. If she attempts to manifest a persona while manifesting a different one, the original persona is automatically dismissed without requiring any additional action. Shifting personas often has a profound visual effect on an empath’s costume, but this is not always the case, and such alterations are universally cosmetic.

In addition to allowing her to access her Illuminations, an empath’s personas grant her a number of potent abilities, derived from their chosen Aspects. The aspects are potent forces in their own right, each one an infinitely complex face of the great mortal consciousness. When the empath forms a new persona, she chooses its aspect from the following list. Once chosen, a given persona’s aspect can never be changed (though the illuminations allocated to it can be still be changed normally as an empath gains levels).

All aspects, save for one, exert some degree of mental influence over empaths who manifest them. Such influence can be ignored if need be, and never rises to the level of true compulsion, but empaths – particularly powerful ones – often find themselves slipping into the guise of their aspect in times of emotional stress.

Least Aspects
Spoiler


Lesser Aspects
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Greater Aspects
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Sublime Aspects
Spoiler


The Power of Friendship (Ex): An empath is capable of swaying the alignment of captured foes, as described in the Power of Friendship section below.

In addition, an empath is can open themselves to others in a way that can form bonds as strong and true as those she pushes forward with force of personality. Using a keen ear and open mind, an empath may use her Wisdom score, rather than her Charisma score, when making redemption checks. This particular method of reconciliation allows an empath to develop a powerful sense of her own identity, and redemption checks made against her experience a DC increase as if the empath possessed an alignment subtype.

Moonlight Apotheosis (Su): The barrier between the empath and the radiant power she channels has all but dissolved. Many like her have lost themselves along the path she walks, fading away in the face of something infinitely greater than themselves, but her blazing spirit has preserved against all odds, beaming forth with a fury that angels and demons might envy. At 20th level, an empath forevermore becomes a Native Outsider with one alignment subtype of her choice and an Augmented subtype pertaining to her previous type, with all the traits that implies. Further, she can no longer be aged by any means mundane or magical, and will never die of old age.

Additionally, the empath may open herself to the world in ways her less experienced sisters could scarcely imagine. The empath may partially manifest a second persona without dismissing her original. She does not gain the illumination list of this secondary persona, but she gains the granted abilities of both personas' aspects. Bonuses to saving throws and skills from different personas do not stack, and she uses the better Base Attack Bonus progression of the two.
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Old 10-16-2012, 10:39 PM   Top  -  End  -  #5
Selinia
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Default Re: Tome of Radiance: Mastering the Power of Love and Justice

Illuminations

Illuminations are an evoker’s greatest power – the ability to harness the awesome energies of light and channel them into mystical effects. This power presents itself to each individual differently, and as such, it is impossible to compile a singular list of illuminations. Instead, a magical girl must feel out her own powers as she develops them, crafting a suite of abilities unique to her.

An evoker’s Illuminations are powered by Motes of radiant energy. Such power is almost inexhaustible, but it does have limits. An evoker’s Mote Pool is equal to [Evoker Level * 2]. An evoker’s mote pool refreshes at the beginning of each of her turns, restoring itself to its full value.

When a magical girl learns new illuminations, she does not select them from a list, but rather crafts them from a wide array of components. Each illumination begins as one of three base effects, which an evoker can enhance with a wide array of components. Every component has an associated mote cost, and many allow that mote cost to be raised in exchange for more powerful effects. The final cost of an illumination is equal to the total cost of its base effect added to the cost of its components. A magical girl may not craft any illumination with a cost greater than her evoker level in motes. While certain components suggest particular manifestations, the cosmetic aspects of an illumintion are entirely up to the evoker crafting it - a functionally identical illumination might manifest as a javelin of lightning to one and a flurry of shots from conjured rifles to another.

Whenever an illumination offers a saving throw, unless otherwise noted, the save DC is equal to [10 + half the magical girl’s evoker level + the modifier of her evoker attribute]. The evoker attribute varies between the various styles of magical girl: champions use Charisma, empaths use Wisdom, while stargazers harness their powers with Intelligence. Many components are restricted in what type of evoker may access them, and each individual component lists those classes that it is compatible with. Further, it is impossible to craft or evoke any illumination with a cost of less than 1m. Any illumination with a lower mote cost must select components to raise its cost until it reaches a positive value.

To craft an illumination, one must select a base illumination type (Blast, Barrier, or Surge), a Foundation component to determine the base effect, and must purchase at least one rank in a Shape component to determine the illumination's basic targeting. It is impossible for any illumination to possess more than one Shape or Foundation component. If the evoker wishes, she may then add as many Secondary components as she can budget into her mote limit. Foundation components scale automatically, at varying rates, with the cost of an illumination. All other components increase the illumination's mote cost. If she wishes, an evoker can independently raise an illumination's mote cost without adding any additional components or ranks. Further, it is impossible to craft or evoke any illumination with a cost of less than 1m. Any illumination with a lower mote cost must either select components or manually raise its cost until it reaches a positive value.

Regardless of the number of motes or actions available, an evoker may only use spend a number of motes up to her evoker level on illuminations of a given base type (Blasts, Barriers, and Surges) in a round.

An evoker may alter or replace any of her known illuminations freely whenever she gains a permanent evoker level. Illuminations are Supernatural effects.

Quote:
Originally Posted by Sidebar: Illuminations and Multiple Evoker Classes
The three evoker classes take radically different approaches to channeling their radiance, but they nonetheless share a common root. An evoker may add a total to her Evoker Level in each illumination-using class equal to one half of her total Evoker Level in all other illumination-using classes, rounded down. She learns and readies her illuminations for each class separately. For any ability other than an illumination that would refer to Evoker Level, use her highest evoker level.
Blasts

The rawest, purest form of radiant power a magical girl can evoke, blasts do precisely what their forthright moniker promises. Blasts pummel, scorch, or otherwise inflict raw damage on an evoker's enemies, scouring them away in a maelstrom of light.

Evoking a Blast illumination is a standard action.

Foundation Components:
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Shape Components:
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Secondary Components:
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Barriers

By channeling her powers toward warding and defense rather than obliterating her foes, a magical girl can generate potent constructs known as barriers.

Unless otherwise specified, any effect granted to the edge of a barrier is two-way and indiscriminate, equally affecting those on both sides (including the evoker herself). Barriers have a base duration of one round.

Evoking a Barrier illumination is a move action.

Foundation Components:
Spoiler


Shape Components:
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Secondary Components:
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Surges

The most complex and theoretically esoteric of all illuminations, Surges are the result of pure power channeled through the many facets of the evoker’s own being. Though ultimately as short-lived as all illuminations, surges can impart surprising and potent changes upon enemies and allies for their duration.

Effects delivered through a surge have a base duration of one round.

Evoking a Surge illumination is a swift action.

Foundation Components:
Spoiler


Shape Components:
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Secondary Components:
Spoiler
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Old 10-16-2012, 10:40 PM   Top  -  End  -  #6
Selinia
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Radiant Armaments


The exotic, highly personalized equipment of a magical girl is in many ways inextricably twined with her own essence. No crude tools, they are physical manifestations of her inner light, with a singularity and truth of purpose few mortal craftsmen could ever hope to match. The armaments of an evoker are, to many, her symbol – her costume an icon by which others can remember her light.

While they may bear superficial resemblance to mortal weapons and armor, the equipment of an evoker maintains a power detached from its oft-whimsical appearance. Upon gaining the Radiant Armaments class feature, the magical girl selects device and costume archetypes that most closely match her attire, using their stats regardless of what her actual outfit consists of. The evoker may apply a single Enhanced Armaments effect to either her device or costume upon gaining the Radiant Armaments class feature. Her class may grant her additional Enhanced Armaments effects as she gains levels. An evoker is always proficient with the weapons and armor that form her costume. Some device archetypes are limited in accessibility, available only to certain evoker classes.

A magical girl may summon her costume as a full-round action, and dismiss it with the same. Summoning or dismissing her device requires a move action. However, if she wishes, an evoker can compress her device into a small, innocuous trinket rather than dismissing it – compressing a device into, or retrieving it from, this storage form is an action equivalent to sheathing or drawing a weapon. It is possible to temporarily rob a magical girl of her device by stealing this trinket, but it will always find its way back to her if she spends 1d4+1 hours looking for it, regardless of the contrived circumstances needed to permit such a recovery.

Radiant Armaments always count as Masterwork, gaining all the benefits of such. Masterwork benefits have been accounted for in the following tables. An evoker’s costume and device may be enchanted normally, but the evoker herself must be present throughout the enchantment process for the effects to take hold. Radiant armaments brought into an antimagic field or similar effect will continue functioning normally, but any Costume Effects applied to them will be suppressed until exiting the field.

Costume Archetypes
Armor Armor Bonus Maximum Dex Bonus Armor Check Penalty Arcane Spell Failure Chance Speed (30ft.) Speed (20ft.) Weight
Light
+4
+7
-1
10%
30 ft.
20 ft.
10 lbs.
Medium
+6
+5
-2
15%
20 ft.
15 ft.
15 lbs.
Heavy
+8
+3
-3
25%
20 ft.
15 ft.
25 lbs.

Light: A light costume provides great resilience while hindering its wearer little, if at all. The most common form of armor across the different varieties of magical girl, light costumes frequently take the form of gowns, suits, dresses, or other unarmored clothing, revealing its protective prowess only when struck. A light costume counts as a suit of light armor.

Medium: Though such generalist armor is generally eschewed by common adventurers in favor of more extreme equipment, there are many magical girls who find a middle-of-the-road quite approach rewarding to their unique combat style. Like a heavy costume, a medium costume is quite clearly designed for defense, but is significantly less restrictive. A medium costume counts as a suit of medium armor.

Heavy: A heavy costume burdens its wearer, but offers much greater protection. Perhaps as a side effect of its more obvious presence, a heavy costume is far less likely to take a non-militant appearance. Often, it incorporates metal or leather into its design, forming itself as a stylized mimicry of armor in much the same way the a light costume mimics clothing. A heavy costume counts as suit of heavy armor.

Enhanced Armaments
Whenever an evoker gains a rank of the Enhanced Armaments class feature and chooses to improve her costume, she may choose from the following effects. Unless otherwise noted, a single enhancement can be taken multiple times.

Spoiler


Device Archetypes
Weapon Damage (S) Damage (M) Critical Range Increment Weight Type
Versatile
1d6
1d8
19-20/x2
-
3 lbs.
Special*
Mighty
1d10
1d12
x3
-
8 lbs.
Special*
Stance
1d4
1d6
x2
-
-
Special*
Implement
1d4
1d6
x2
-
3 lbs.
Special*
Bolt
1d8
1d10
19-20/x2
110 ft.
6 lbs.
Special*
Marksman
1d6
1d8
x3
90 ft.
4 lbs.
Special*
*: At the same time she selects her device's archetype, an evoker may select its damage type (Piercing, Slashing, or Bludgeoning).

Versatile: A versatile device may be wielded as a one-handed or two-handed weapon. Most commonly, weapons of the versatile archetype are modeled after swords, axes, or maces, but such unusual choices as a frying pan or still-living ferret are not entirely unheard of, and even the most mundane weapons are usually given a personal flair. Only a Champion or an Empath may choose a versatile weapon as part of their costume.

Mighty: A mighty device is wielded as a two-handed weapon. Mighty weapons are often exaggerated by their wielders, made to look far heavier and more powerful than they actually are. Upscaled weapons of almost any type may be wielded as a mighty weapon, and some eccentric magical girls go so far as to model their armament after something that, while heavy and large, is not a weapon at all. Only a Champion may choose a mighty weapon as part of their costume.

Stance: A stance has no physical form, instead infusing the evoker’s body with radiant power when activated, allowing her to fight completely unarmed. While active, a stance grants the magical girl the benefits of the Improved Unarmed Strike feat, and gives her unarmed strike the properties shown on the above table. While using her stance, an evoker’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that the evoker may make unarmed strikes even with her hands full. There is no such thing as an off-hand attack for an evoker with this ability striking unarmed. While active, a stance invariably gives off some tell-tale visual effect – the evoker’s fists may glow brightly, or her body may be covered in luminous tattoos. Activating or deactivating her stance is an action equivalent to drawing or sheathing a weapon. An evoker with a stance active is still unarmed. An evoker with a stance weapon qualifies for feats as if she possessed the Improved Unarmed Strike feat, though she only gains their benefits while her stance is active unless she acquires Improved Unarmed Strike on her own. Only a Champion or an Empath may choose a stance as their device.

Implement: An implement is wielded as a one-handed weapon. Implements are not generally intended to see heavy combat, serving purely as a focus for radiant power and little beyond that. As such, they tend to take inoffensive forms such as books, staves, or scepters. Only an Empath or a Stargazer may choose an implement weapon as part of their costume.

Bolt: A bolt device is a ranged weapon, and requires two hands to fire. Bolt devices reload automatically, provide their own ammunition, and are incompatible with ammunition for other weapons. Most commonly, these devices take the form of bow, guns, or heavy crossbows, but it is not unheard of for them to be formed in more exotic shapes – such as a pair of gloves that hurl and subsequently regenerate shards of razor-sharp crystal. Only a Champion or an Empath may choose the bolt archetype bolt for their device.

Marksman: A marksman weapon is a ranged weapon, and requires only one hand. Marksman weapons reload automatically, provide their own ammunition, and are incompatible with ammunition for other weapons. Marksman weapons most frequently manifest as hand crossbows, pistols, or thrown weapons of some sort, but some evokers manifest them as trinkets that fire bolts of solid force, or other strange compositions. Only a Champion may choose the marksman archetype for their device.

Enhanced Armaments
Whenever an evoker gains a rank of the Enhanced Armaments class feature and chooses to improve her weapon, she may choose from the following effects. Unless otherwise noted, a single enhancement can be taken multiple times.
Spoiler


Costume Effects


Evokers are capable of infusing their costumes with powerful effects, saturating their equipment with radiant powers that take hold when worn. An evoker has access to all costume effects that are compatible with her device and costume archetypes, and may imbue her costume with any combination of them as part of the same ritual she uses to prepare illuminations. An evoker may only infuse her costume with a limited number of effects at any given time, as shown on the table below.

Costume Elements
Level Champion Empath Zodiac
1st
1
1
1
2nd
1
1
1
3rd
1
1
1
4th
1
1
1
5th
2
1
1
6th
2
2
1
7th
2
2
1
8th
2
2
2
9th
2
2
2
10th
3
2
2
11th
3
2
2
12th
3
3
2
13th
3
3
2
14th
3
3
2
15th
4
3
2
16th
4
3
3
17th
4
3
3
18th
4
4
3
19th
5
4
3
20th
5
4
3

A magical girl may further enhance her costume by imbuing her various costume effects with motes. As a swift action, she may allocate motes freely in any number of her costume effects, up to a maximum of [Evoker level] motes in any single costume effect. Motes invested in costume effects are removed from the evoker’s mote pool, and do not return when her pool refreshes. If points are removed from her costume elements, the evoker regenerates them as normal when her mote pool next refreshes.

Device Effects
Spoiler


Costume Effects
Spoiler
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Old 10-16-2012, 10:41 PM   Top  -  End  -  #7
Selinia
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Join Date: May 2010
Default Re: Tome of Radiance: Mastering the Power of Love and Justice

Feats

Lightforge Feats: Not content with the costumes granted them, many magical girls actively train with and study the power of their costumes. Often, this gives rise to knowledge of lightforging - the ability to channel radiance into other attributes in much the same manner as a costume.

Lightforge feats may have motes invested in them in exactly the same manner as costume elements, often enhancing their effects dramatically or unlocking entirely new functions.

Soulbond Feats: Most adventuring parties - indeed, most healthy friendships in any walk of life - share a sense of camaraderie and trust that aids them in their endeavors. Some relationships, however, go beyond this, entwining two lives to such an extent their their very souls are bonded together. Soulbond feats can represent anything from romantic love to a pair of con men who've stuck together through good times and bad, but the relationship that powers them should always be one of profound importance to a character.

A character gains no benefit from soulbond feats until they craft a soulbond with another individual with the Craft Soulbond feat. Otherwise, the feats function as normal. Soulbound partners need not select the same feats, and in fact, neither partner is compelled to select soulbond feats beyond Craft Soulbond if they do not wish to do so - each partner benefits from her own selection of Soulbond feats independently of the other.

General Feats
Spoiler


Lightforge Feats
Spoiler


Soulbond Feats
Spoiler


The Power of Friendship

Magical girls will fight, and indeed, even kill when driven to it. They are, first and foremost, protectors of the light - children of radiance who protect the world from rising tides of dark. But for most, killing is a last resort, to be taken only when negotiation and capture have failed. On some level, even the most bullheaded magical girl realizes that darkness driven back through bloodshed will one day return with a vengeance. To truly defeat the darkness, not merely stay its advance a short time longer... those who walk in shadow must be brought into the light.

To begin the process of redemption, a magical girl must spend time talking one-on-one with the creature she wishes to redeem. Few evil creatures are terribly interested in this prospect, and this is usually done while they are in captivity. Any creature without an Intelligence score is immune to this process by virtue of being mindless, and the target must be being taken care of reasonably well – not even the most personable individual can get a prisoner to open up if they are being abused or neglected by their captors. This can prove a difficult process, demanding time, effort, and perhaps most painfully, forgiveness - but there are few rewards so sweet as seeing the light of goodness blossom from the smallest and most forlorn of embers.

At the end of a session (which must last at least three hours, but can be more), the evoker attempting the redemption must make a Charisma check against a DC of [15 + the captive's Cha modifier]. If she succeeds, she accumulates one success in the process. For every five points by which the magical girl exceeds the DC, she accumulates an additional success. Once ten successes have been accumulated, the target's alignment shifts one step towards that of the magical girl on the Good/Evil scale. If the magical girl fails this check by five or more, she loses two successes from her accumulated total. If she fails the check by ten or more, she has alienated her captive to the point where it is entirely immune to this process until the magical girl gains another level.

A number of different circumstances can aid or interfere with the process of redemption. Each of the following modifiers can influence the DC of the magical girl's Charisma check. Unless noted, all applicable modifiers stack. This is not an exhaustive list, and the DM in encouraged to introduce specific and situational goals that might help lower the save DC of a prisoner if pursued (or penalties to be avoided).

Modifiers:
Spoiler
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Old 10-16-2012, 10:43 PM   Top  -  End  -  #8
Selinia
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Join Date: May 2010
Default Re: Tome of Radiance: Mastering the Power of Love and Justice

Prestige Classes

Quote:
Originally Posted by Prestige Classes and Evoker Level
Many Prestige classes progress the illuminations of the character taking them. When a class gains a level in an illumination-using class, they advance their Evoker Level, Illuminations Known, Illuminations Readied, Innate Illuminations, and Personas Known. They do not advance any other features of their previous class, such as Cartridges, Complex Formula, or Costume Elements.
Valkyrie

Redeemer of Nine

* * * * * * *

Aerial Mage by Serafina

Bombardment Mage by Snowfire

Heartwielder by Snowfire

Immortal by Snowfire

Listener to Light by Snowfire

Night Devil by Draken

Radiant Armorer by Owrtho
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Old 10-16-2012, 10:45 PM   Top  -  End  -  #9
Selinia
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Default Re: Tome of Radiance: Mastering the Power of Love and Justice

Alternate Class Features

Barbarian
Spoiler


Bard
Spoiler


Monk
Spoiler
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Old 10-16-2012, 10:47 PM   Top  -  End  -  #10
Selinia
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Default Re: Tome of Radiance: Mastering the Power of Love and Justice

~Reserved: Touched By Light - Radiant Character Options~
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Old 10-16-2012, 10:50 PM   Top  -  End  -  #11
Selinia
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~Reserved: Miscellaneous Overflow Reservation~
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Old 10-16-2012, 10:57 PM   Top  -  End  -  #12
Selinia
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Default Re: Tome of Radiance: Mastering the Power of Love and Justice

Changelog

10/18/12: Assorted Tweaks and Edits
Spoiler


10/19/12:
Minor Tweaks
Spoiler


10/20/12: Power of Friendship Rework
Spoiler


10/25/12: Zodiac Introduced!
Spoiler


11/15/12: Miscellaneous Tweaks, New Barriers
Spoiler


11/17/12: Nerfs, Enhanced Armaments expansion
Spoiler


11/18/12: New Costume Effects, Illumination tweaks
Spoiler


11/26/12: Illumination Workshop Overhaul
Spoiler


02/07/13: Empath Introduced!
Spoiler


04/08/13: New Blast Components!
Spoiler


04/09/13: Valkyrie added!
Spoiler


05/01/13: Dire Radiance Illumination Components!
Spoiler


05/02/13: Redeemer of Nine added!
Spoiler


05/03/13: More Dire Radiance Illumination Components!
Spoiler


05/06/13: Night Devil added!
Spoiler


05/08/13: Radiant ACFs added!
Spoiler
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Old 10-16-2012, 11:19 PM   Top  -  End  -  #13
EdroGrimshell
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Default Re: Tome of Radiance: Mastering the Power of Love and Justice

I am looking forward to this, I was only mildly interested in the original, simply because of the reasons you stated actually keeping me from it. I'm glad to see a rework on the horizon and hope to see the course a year of work and refining has wrought.
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Old 10-16-2012, 11:40 PM   Top  -  End  -  #14
ZeroNumerous
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Default Re: Tome of Radiance: Mastering the Power of Love and Justice

I'm watching closely for a return of the Dark Magical Girl.
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Old 10-17-2012, 02:15 AM   Top  -  End  -  #15
Selinia
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Quote:
Originally Posted by EdroGrimshell View Post
I am looking forward to this, I was only mildly interested in the original, simply because of the reasons you stated actually keeping me from it. I'm glad to see a rework on the horizon and hope to see the course a year of work and refining has wrought.
Glad to hear it! The Tome of Radiance is... actually more complex in some ways, but its complexity is highly granular. Rather than attempt to create subclasses and archetypes for every possible magic girl, my goal here is to break the very idea of a magical girl down into components that can be assembled any way the player wishes.

Prestige classes, of course, are the perfect place to put all that unusued specificity - I have quite a few planned, but I'll be trying to get the core of the class posted before I even think of putthing those to paper.

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I'm watching closely for a return of the Dark Magical Girl.
The Dark Magical Girl, following the above design philosophy, will follow a slightly different path. At the root of the matter is that a magical girl (of any class) no longer loses her radiant powers from 'falling'. Goodness is needed to kindle her light, but once you get that fire blazing it won't go out quite so easily.

Thus, dark magical girls can exist even in very low-level games, though it'd take an interesting explanation to detail how one so pure could fall so far, so fast. In fact, dark magical girls are arguably much scarier enemies than they ever were before - their Power of Friendship is no less potent, and the corrupting influence of a dark magical girl could be a nasty surprise for players expecting a broken, tearful woobie and finding an ambitious, jaded psychopath instead.

That said, there will definitely be content aimed specifically at dark magical girls - you can probably spot a couple illumination augmentations already that are less than entirely wholesome, and Heartbreak is outright evil by almost any definition. At absolute best, it horrifyingly cruel and unusual. Of course, the slide works both ways - nothing stops good magical girls from using 'evil' powers. Aside from their conscience.

Long story short - this is the magical girl, but it is definitely a post-Madoka magical girl. There is light and goodness, but there a lot of shades of gray on the way to actual evil, and people don't always stay the people they once were. Particularly young people, which evokers tend to awaken as.
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Old 10-17-2012, 05:22 AM   Top  -  End  -  #16
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Hmm.... I think I'll have to wait for the character options post in order to properly render Umiko as a Champion. Looking forward to all the stuff though!

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I'm watching closely for a return of the Dark Magical Girl.
Oh hey, ZN, you're a fan too? That's rad as hell. I could hardly imagine you playing any other magical girl to be honest~ [/challenge]
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Old 10-17-2012, 09:14 AM   Top  -  End  -  #17
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Hmm, I notice that the Champion makes mention of Cartridges, but not what they do. Would it be correct to assume that this is meant to be discussed in the Radiant Armament section?
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Old 10-17-2012, 02:49 PM   Top  -  End  -  #18
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Great to see this up here Sel, looking forward to seeing the finished product - and then testing the ever loving **** out of it in LoA

Also:

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The most complex and theoretically esoteric of all illuminations, Surges are the result of pure power channeled through the many facets of the evoker’s own being. Though ultimately as short-lived as all illuminations, surges can impart surprising and potent changes upon enemies and allies for their duration. A barrier has a base cost of 1m, and may be delivered at a range of Touch (requiring a melee touch attack to be applied to an unwilling target).
I believe the bolded should say surge, not barrier. Will give closer proof read when I am able.

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Old 10-17-2012, 08:00 PM   Top  -  End  -  #19
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Default Re: Tome of Radiance: Mastering the Power of Love and Justice

I like it!

Converting the Mote system into a power-by-round effect instead of a larger pool with limited recovery per round is a good idea. It reduces the amount of book-keeping players will have to keep, and encourage them to use Illuminations as often as possible.

Having the base pool set at 2 * class level seems a bit high though. A level 5 character could blow 5 points on a 5d6 Blast with the Chaining quality (potentially hitting another target for 3d6 damage), then spend a Move action to get 15 points of Temporary hit points for 1 round from the Vitality Barrier. It certainly outclasses most of the things a Warlock of that level could to, and it pushes the limits of what your average 5th level Wizard could accomplish in a round, Fireball or no.

Overall, I think it's shaping up very nicely. I'm definitely waiting for the Empath and Zodiac classes - I really want to play an Illumination specialist that ditches hit points and costume effects for Giant Orbital Friendship Cannons.

Because FRIENDSHIP.
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Old 10-17-2012, 08:11 PM   Top  -  End  -  #20
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Default Re: Tome of Radiance: Mastering the Power of Love and Justice

This has been added to my list of usable homebrew. I like it!
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Old 10-17-2012, 08:43 PM   Top  -  End  -  #21
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Default Re: Tome of Radiance: Mastering the Power of Love and Justice

Definitely intrigued. What you have up so far is already interesting, so I'll be watching to see where this goes.
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Old 10-17-2012, 08:54 PM   Top  -  End  -  #22
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Default Re: Tome of Radiance: Mastering the Power of Love and Justice

Yay! Magical girl upgraded! Will be following updates closely...

The change to what were true illuminations allows for more flexibility in selecting the effects, but I liked the Starlight Breaker... It's all like, BAM! Giant bomb of FRIENDSHIP!
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Old 10-17-2012, 09:45 PM   Top  -  End  -  #23
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Default Re: Tome of Radiance: Mastering the Power of Love and Justice

Would a Champion be able to use a cartridge made by another Champion?
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Old 10-17-2012, 09:54 PM   Top  -  End  -  #24
dragonjek
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Default Re: Tome of Radiance: Mastering the Power of Love and Justice

Hi!

I never said anything on the old Magical Girl thread, even though I really, really liked it.

But with the start of a new thread... well, this seemed like just a perfect moment! This is beautiful. I'm absolutely in love--you've done a wonderful job with this, and once you finish this (I don't know if you aren't finished, or if you haven't posted it all... as of my typing this, only the Champion is up) I'm definitely going to put it into my upcoming campaign. Well, maybe a long time into it (it will be my first time DMing, and I don't want to try to do something too new this soon).

Also (sorry to nitpick!), the Force of Personality ability under the Champion isn't bolded like the other class abilities (as of this post).

Will one of the classes be getting a class ability letting them use a Blast as a line attack? Or a feat, or something? I didn't see a Blast illuminations letting you do that. Even with the infinite customizations available (EEEEEE!!!! Excitement!), I still immediately think of a Starlight Breaker when I think of Magical Girls shooting things.

And maybe other options for shaping a blast, too? Like... laying a blast as a series of trapped squares which activate if someone walks into them. Or a cylinder, or adding a random teleportation effect to it. Or an augment to an already Shaped Blast--making it come from a different direction, or laying two different Blasts on top one another (not for extra damage, just for area). Or splitting the damage in half to shoot two of them.

Also, is there going to be a Rainbow Road-type effect? I thought the road of speed-increasing was a really neat idea (although a little specific for the more general nature of the revised classes... maybe a surge to increase speed?)


It looks like there are fewer Device Effects here (most notably, no elemental Device ability)... was that intentional, or were they overlooked in the remake? It's completely understandable if it was (this looks like a massive project, and I am honestly amazed. I hope to do something so impressive one day).

Also, will the be an option for a shield of some sort, or dual-wielding Devices? When I think of one-handed weapons, that's what I immediately think of (odd, because I took fencing classes... huh). The Stance effect also looks a little weak compared to the others (although I freely admit that I am very new to homebrewing and especially have problems with balance), although you do have a section for class options... will there be a Mistbreaker-equivalent option to enhance unarmed combat?

Sorry to be so critical, and I don't mean to seem like I don't like it--because I really, really do. I kept close watch on all the updates on your old thread, and I'll be sure to do the same here. It looks fantastic!

Thanks.
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Old 10-17-2012, 10:13 PM   Top  -  End  -  #25
Regalus
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Default Re: Tome of Radiance: Mastering the Power of Love and Justice

Well I can help here, a little atleast.

1)Stance: It might seem a bit weak but keep in mind, it can never be stolen and you can use it with any body part. So even if your tied up, so long as you get a limb free you can still defend yourself; and you can still carry stuff in your hands while using it. Moreover, it's the only one that can be given the EMpowered Armament enchancement, adding your Wis or Cha to damage.

So in effect, all of the mods the Mist Breaker had for Unarmed combat were converted into Armament enhancements; so there ya go.

2)The energy damage costume effect was merged with the energy resistance one and converted into the primal Costume effect.

The addition of mote investment for Devices and costumes certainly themes to qwell any worries that people might've had about the new classes having to many motes. Ah, the glorious suffering that is having too many good choices, and not being able to take them all together.
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Old 10-17-2012, 10:16 PM   Top  -  End  -  #26
Grimsage Matt
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Default Re: Tome of Radiance: Mastering the Power of Love and Justice

This makes me want to convert Drem and his crew onto the forums... If only so these girls have some antagonists that don't give a hoot about the good/evil thing.

After all, theres white (the light), the Dark, and infinite shades of grey....
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Old 10-17-2012, 10:19 PM   Top  -  End  -  #27
Regalus
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Default Re: Tome of Radiance: Mastering the Power of Love and Justice

From the looks of things that exactly what the Dark Magical Girl, and related illuminations, are going to be all about this time. So you just might get the chance.
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Old 10-17-2012, 10:32 PM   Top  -  End  -  #28
Grimsage Matt
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Default Re: Tome of Radiance: Mastering the Power of Love and Justice

Nah, I'm going for; "The light is Meaningless without the Darkness. Good is Meaningless without Evil. Order is meaningless without Chaos. Haveing one creates the other by the very nature of it's exestience. All that we differ from you is that we realize this fundelemental truth. We are balanced. You,set the stage for atrocities in your ignorance."

Basicly, think True Neutral with a heathly dose of Fatilisim. They know there is no White, there is no black. There is merely grey.

So why would they wipe out that pesant village? Because they threaten the Goblin clans in the area. Among them, one day a leader will emerge. He will manage to unite most of the monsters in this area, and yes, he will drive the locals out. He will kill many. But. The nation he will found is pivitol in the goblin race. It will allow them to stop being raiders, to stop causing destruction. Their birth rate will fall, their nature will be tempered by civillization, and the Goblins will take their place as productive memebers of the world.

You know, that kind of thing

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Old 10-17-2012, 10:38 PM   Top  -  End  -  #29
ZeroNumerous
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Default Re: Tome of Radiance: Mastering the Power of Love and Justice

Quote:
Originally Posted by Selinia View Post
Thus, dark magical girls can exist even in very low-level games, though it'd take an interesting explanation to detail how one so pure could fall so far, so fast. In fact, dark magical girls are arguably much scarier enemies than they ever were before - their Power of Friendship is no less potent, and the corrupting influence of a dark magical girl could be a nasty surprise for players expecting a broken, tearful woobie and finding an ambitious, jaded psychopath instead.
While interesting in and of itself, I would like to also see the return of the broken girl whose lost innocence becomes a bludgeon she uses to force the world to make sense. To use a Batman example, I would like to see a Magical Girl capable of both being the caped crusader who champions the downtrodden, and the tortured avenger of wrongs who cries out for mommy and daddy. In essence, I would prefer that neither the broken tearful woobie nor the ambitious jaded psychopath be the norm. I would like to see some way that two players using the same PRC go two wildly different routes with their characters and not need to wrestle with the class to do so.
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Old 10-17-2012, 11:23 PM   Top  -  End  -  #30
Garryl
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Default Re: Tome of Radiance: Mastering the Power of Love and Justice

Nice to see this in a brand new, fancier package.

The formatting is off in the break between Enhanced Armaments and Force of Personality (no line break or bolding of the ability name).

Also, I have a sudden urge to stat Iji with this (once it's all up, of course).

Edit: You might want to add a bit about how negative levels interact with evokers. I'd expect them to lose 2 motes per negative level, and have a lower evoker level as both are directly level-dependent, but should anything else change?
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