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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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Lovely Rita Mordio avatar by Zefir! Thank you!
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
Abilities: A champion harnesses the power of the light through burning passion and force of personality, and Charisma is arguably their most important ability. It determines the save DCs of her illuminations, as well as the effects of many of her cartridge-based abilities. However, a champion's bond with the light inside her grants her a martial prowess to rival trained warriors - a melee-oriented champion would do well to focus on Strength, while one favored a ranged device will likely find Dexterity more useful.
Role: A champion is, as with all evokers, a flexible and powerful combatant. More so than any of her peers, a champion's radiance imbues her with the strength and will to do battle with blade and bow, but it is ultimately her martial skill and luminous magic working in harmony that give the champion her power. While she will never match more focused classes for raw power, champions know full well that the most fleeting of effects, used well, can shift the tide of battle.
Races: Members of any race can rise to the role of champion, but they most commonly hail from those known for their short lifespans. None can say for certain why - perhaps their brief lives are simply more prone to the wild and passionate flares that give birth to a champion's brand of radiance.
Alignment: Without innocence: without goodness and purity beyond what many would consider possible, the light of a champion cannot be kindled. As such, freshly awakened champions are invariably good, their alignment an intrinsic part of their essence. However, those who devote their lives to fighting darkness, no matter their purity, cannot always resist being touched by it. Fallen champions are thankfully comparatively rare, but they can prove terrifying foes. Love warped to megalomania, and justice to bloodthirst, lose none of their radiant power - and the sweet whispers of a fallen champion can corrupt others with an efficiency devils would envy.
Starting Gold: As bard
Starting Age: Most champions come into their power early, perhaps out of the innocence of childhood. When rolling for age, roll as a Bard - but subtract the total from adult age rather than adding it (to a minimum of half an adult’s age). If rules are in place that would reduce the statistics of child characters, the champion is exempt from them.
Class Skill List: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate, 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.
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!
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
Abilities: A stargazer's power is ancient and complex, kindling their inner light through rites engraved in the stars themselves. Thus, a high Intelligence will allow them to most effectively wield the Illuminations that form the bulk of their power. A good Dexterity score will also likely be important to a stargazer hoping to make frequent use of Blasts, and complements the lighter costumes most stargazers favor. As with any class possessed of a low HD, Constitution can prove useful to any stargazer expecting to spend time near the front line of battle.
Role: A stargazer lacks the raw power of a true caster, but she more than makes up for it with her flexibility and versatility. Capable of empowering an ally with one hand even as she blasts a foe into oblivion with the other, a well-prepared stargazer can provide aid in nearly any sort of battle imaginable.
Races: Members of any race can take up the mantle of a stargazer, but they are most common among races and cultures with strong traditions of formal learning. The call of starlight is a faint one, and it is easily missed - those who have heard and ignored it simply because they did not know how to seek it out are without number.
Alignment: Many hear the faint calling of the starlit path, but those that choose to walk it are rarely non-good in alignment. To an evil creature, the light - if they notice its presence at all - is a sickly, wretched noise at best, to be avoided rather than pursued. However, neutral and evil evokers do exist - some such beings have fallen from their once-lofty morals, while others walked a shadowed path from the very beginning, resisting every effort to be drawn into the light they have learned to wield.
Starting Gold: As wizard
Starting Age: Most stargazers come into their power early, perhaps out of the innocence of childhood. When rolling for age, roll as a Bard - but subtract the total from adult age rather than adding it (to a minimum of half an adult’s age). If rules are in place that would reduce the statistics of child characters, the stargazer is exempt from them.
Class Skill List: Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge [All skills, taken separately] (Int), Listen (Wis), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha) Skill Points at 1st Level: (2 + Int modifier) x4. Skill Points at Each Additional Level: 2 + Int modifier.
Stargazer
Hit Dice: d6
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Illuminations Known
Illuminations 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.
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Lovely Rita Mordio avatar by Zefir! Thank you!
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
Abilities: An empath's incredible versatility makes almost any ability potentially appealing to them, depending on their focus and build. A high Wisdom is utterly vital to any empath, allowing them to integrate and attune themselves as they channel the latent power all around them. Constitution is also possessed of its usual importance, and can help the relatively fragile empath stay alive if she wishes to spend any significant amount of time on the front lines of combat. Intelligence can help an empath make the most of her incredible class skill selection, and Strength or Dexterity should not be ignored for their importance in combat.
Role: An empath possesses almost unparalleled flexibility - she can access a number of potent utility powers outside of combat through her chosen aspects, and is capable of filling almost any role in a pitched battle. She lacks the focus to excel at individual tasks, but her versatility allows her to fill whatever niche is most needed at any given moment.
Races: Members of any race can take up the mantle of an empath - the calling is rare, but may be felt by anyone with the sensitivity and intuition to tap into the great collective unconscious.
Alignment: Unlike most evokers, empaths are not particularly biased towards good. The essence of the mortal world is rarely black and white, and while good-aligned empaths certainly exist, they are no less rare than their less moral counterparts. Despite this, empaths tend to be acutely aware of their alignment, and often (though not always) exemplify many of the defining traits of whichever segment of the alignment wheel they occupy.
Starting Gold: As druid
Starting Age: Most empaths come into their power early, perhaps out of the innocence of childhood. When rolling for age, roll as a Bard - but subtract the total from adult age rather than adding it (to a minimum of half an adult’s age). If rules are in place that would reduce the statistics of child characters, the empath is exempt from them.
Class Skill List: An empath reflects and channels a power formed from the sum total of all mortal experiences, and finds that no that task she sets her mind to will ever feel wholly unfamiliar. An empath may treat any skill as a class skill. Skill Points at 1st Level: (6 + Int modifier) x4. Skill Points at Each Additional Level: 6 + Int modifier.
Empath
Hit Dice: d8
Level
Base Attack Bonus
Good Saves*
Poor Saves*
Special
Persona Capacity
Personas Known
Innate 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
The Fool
The Fool reflects the innate curiosity and mad wisdom of the adventurous and the bold. The Fool is the first of the aspects, and will likely be the last, when all others have faded. So long as mortals walk the world, they shall invariably feel the urge to stick their noses where they do not belong. Empaths under the influence of the Fool often feel the urge to leave no chest unopened, no door closed, and no corner unmapped. Curiosity burns always in the back of their mind, and confidence fills their hearts.
An empath manifesting a persona with the Fool aspect treats all saves as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, beginning at 3rd level, the empath gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Both bonuses increase by +1 at 6th level, and every three levels thereafter. These bonuses stack with any an empath may possess by virtue of the Trap Sense class feature. Lastly, she gains a bonus to Tumble, Escape Artist, and Open Lock checks equal to her Wisdom modifier.
The Magician
The Magician reflects rationality and creativity, twined into the singular drive that leads mortals to create and advance their lives through knowledge. So long as men and women of the world seek to tame the world through learning, the Magician shall thrive. Ambition and pride run strong in the veins of those wearing this aspect; for they know themselves full well that the key to working miracles lies no further than their own mind. The form such ambitions takes varies, but in any wearer, the aspect tends to focus ones thoughts to a great extent: driving out idle daydreams and forever seeking answers to the problems at hand.
An empath manifesting a persona with the Magician treats Will and Reflex as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, with a full-round action, she may manifest spiritual essence to craft items out of seemingly nothing. To perform such a feat, the empath must make a craft check against the craft DC of the object she wishes to manifest. If she is successful, she immediately crafts the object in question, bypassing normal crafting times and costs. However, items created by this ability are, without exception, extremely short-lived and obviously so. They are translucent and shimmer with slowly fading energy, dissolving completely after a number of hours equal to the empath’s class level. An empath may only create mundane items with this ability (though she can create masterwork items, if she can meet the craft DCs), and may only have a number of objects conjured at any one time up to their wisdom modifier. Lastly, she gains a bonus to Craft checks equal to her Wisdom modifier.
The High Priestess
Any magical girl knows well the call to action, but sometimes a softer touch is needed. The High Priestess is the embodiment of the world’s passivity. It is not weak, but it is tranquil, and will not move save to counter the unrest of others. Empaths manifesting the High Priestess feel themselves borne aloft by a supernal calm. Disorder and chaos can chafe against those manifesting this aspect, and it can be difficult at time for an empath to rouse herself to action under its effects, but the level head of the High Priestess can prove invaluable in situations where an evoker’s hot blood might otherwise get the best of them.
An empath manifesting a persona with the High Priestess aspect treats Will and Reflex as good saves. Additionally, she gains the ability to wield concentrated bursts of luminous energy as a potent form of counterspell. This functions identically to normal counterspelling, save that the empath expends motes, rather than prepared spells, to counter the magic of her enemies. Countering a spell consumes a number of motes equal to [Countered Spell’s Level * 2]. If the empath does not have enough motes, the counterspell fails, but the motes are not consumed. Lastly, she gains a bonus to Balance, Concentration, Sense Motive, and Handle Animal checks equal to her Wisdom modifier.
The Empress
Where there is weakness or sorrow; there are always those willing to lend their aid. The Empress is the spirit of compassion and healing in all beings, reflecting all those who create and cherish life. It is a protective aspect, but not necessarily a passive one – empaths manifesting it can have difficulty not lending their aid to those in obvious suffering, even when seeing the pain of their sworn foes. Some empaths revere the kindness brought forth by the Empress, but others resent it or develop a simmering envy of their own persona’s saintly temperament. The most sensible would warn that however one may view it, the aspect should not become a crutch. Such external empathy, no matter how strong, must not be allowed to replace the feelings in an empath’s own heart.
An empath manifesting a persona with the Empress aspect treats Will and Fortitude as good saves. Additionally, she can close wounds and ease pain with the merest touch. An empath manifesting the Empress can heal a total number of hit points of damage equal to [twice her empath level * her Wisdom bonus]. She may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using this ability is a standard action. The empath may refresh her pool of healing by spending five minutes in peaceful meditation. Lastly, she gains a bonus to Heal, Handle Animal, and Perform checks equal to her Wisdom modifier.
The Emperor
Strength is arguably the oldest of all virtues. Before good or evil, the mighty reigned supreme, and the mortal psyche has never forgotten the days of might-make-right. The Emperor is both the iron fist and the stalwart shield – it is the ancient right of the mighty to stand over the weak, regardless of whether that position is used to protect or oppress. Empaths manifesting the Emperor often find themselves driven to establish their dominance in any situation, and can struggle with accepting any authority but their own. The Emperor is an aspect of intense and forceful action… but its aggression can be an unwanted burden if left to run unchecked when a soft touch would be better suited.
An empath manifesting a persona with the Emperor aspect treats Fortitude as a good save, and she uses the Fighter’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Emperor gains an unyielding resistance to the will of others. She gains a bonus to saving throws against mind-affecting abilities equal to 1/2 her class level (to a minimum bonus of +1). This bonus is doubled against fear effects. At 10th level, this ability strengthens to the point where would-be maestros cannot help but cower as their strings are cut: whenever the empath saves successfully against a mind-affecting spell or power, she may turn it against its original wielder as an immediate action. A spell or power reversed in this manner retains all its original parameters - only the target changes. Lastly, the empath gains a bonus to Intimidate, Escape Artist, and Survival checks equal to her Wisdom modifier.
The Hierophant
Loneliness is among the greatest fears of mortality. As death looms eternally, solace is found in becoming a piece of something grander and stronger than any one of its parts. The Hierophant is groupthought and conformity made manifest. It is the guiding hand the shifts willing cogs in a grand machine, and the mouthpiece of mercy that brings faith and hope to the masses. Empaths manifesting the Hierophant can find themselves growing squeamish at the thought of working outside existing systems, and scornful of those who would think themselves loners. Depending on one’s viewpoint, the aspect may be a herald of cooperation… or of manipulation.
An empath manifesting a persona with the Hierophant aspect treats Will as a good save, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Hierophant may drive others into her designs with a few well-spoken words. She may make a Diplomacy check as a standard action without any penalties for rushing, and may attempt to Fascinate a target to whom she has spoken for at least a full minute. Resisting this fascination requires a Will save with a DC of [10 + half to empath’s class level + her wisdom modifier]. At 8th level, the empath may attempt to implant a Suggestion (as the spell) in a the mind of a creature she has fascinated. Resisting this suggestion requires a Will save with a DC of [10 + half to empath’s class level + her wisdom modifier]. If a creature successfully saves against this ability it becomes aware of the attempted mental manipulation, and its fascination is immediately broken. At 16th level, the empath may place a Geas (as the spell Geas/Quest) on a target instead of a Suggestion, using the same save DCs. The empath may only have one creature under such a geas at any one time, and placing a new geas immediately breaks her hold on any previously-affected targets. Lastly, the empath gains a bonus to Diplomacy checks equal to her Wisdom modifier.
Lesser Aspects
Spoiler
The Lovers
Everyone has those things that they cannot live without. People, places, even objects for some. The aspect of the Lovers embody these bonds, drawing strength from the greatest treasures of a mortal heart. Empaths manifesting the Lovers often find their loved and treasured things rising to the forefront of their thoughts. This can bring forth great valor and strength of will in some… but in others, such thoughts pave the road to paranoia and miserliness. One way or another, any empath wielding this aspect must eventually come to terms with their desires.
An empath manifesting a persona with the Lovers aspect treats Will and Reflex as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Lovers may forge a spiritual link with others as a standard action. This effect functions identically to an unaugmented use of the Mindlink power, save that it has a duration of 24 hours/level and functions even across different planes. The empath may have a maximum number of such links active equal to her Wisdom modifier – creating new links beyond this limit automatically breaks one existing link, chosen by the empath. At 10th level, the empath gains the benefit of a constant Status spell targeting any individual with which she has established a link, and may Scry on them (as if casting the spell) by spending five minutes in a meditative trance. At 15th level, the empath’s mindlinks no longer have a limit to their duration – they will last until released by the empath, and will otherwise re-establish themselves automatically in 5 rounds if broken or dispelled. Lastly, the empath gains a bonus to Sense Motive, Appraise, Listen, and Perform checks equal to her Wisdom modifier.
The Chariot
There are corners of the multiverse unseen by any explorer, untouched since the dawn of time. Like the Fool, the Chariot is formed of the spirit of exploration. However, the Chariot concerns itself not with the journey, but with the destination alone. It is the triumph born of conquering a mighty mountain or fearsome foe, and the unparalleled thrill of victory absolute. Empaths manifesting the Chariot are driven to push themselves to their limits and seek out challenges worth of their stature. They chafe at half-finished tasks, and can find themselves struggling to accept defeat or withdrawal in any form.
An empath manifesting a persona with the Chariot aspect treats Fortitude and Reflex as good saves, and she uses the Fighter’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Chariot may leap into the fabric of the cosmos itself, hurtling past trivial things in search of her elusive goals. This functions as the spell Dimension Door, with the empath’s effective caster level equaling her class level. Unlike the spell, this effect require one minute of concentration to activate. At 10th level, the empath can replicate the spell Teleport, rather than Dimension Door. Doing so requires ten minutes of concentration, rather than one minute. At 15th level, she can replicate the spell Greater Teleport. Doing so requires one hour of concentration, rather than one minute. Lastly, the empath gains a bonus to Climb, Jump, Search, Survival, and Swim checks equal to her Wisdom modifier.
Strength
Mortals aspire to greatness, almost without exception. Greatness of mind, or spirit, or body – the specifics vary, but all gaze upwards at the heroes who came before and picture themselves upon a similar pedestal. The aspect of Strength is formed of collective vision of such paragons and heroes. It does not act itself, but rather inspires those around it to cast off their weakness and seek out their true potential. Empaths manifesting the aspect of Strength find themselves driven to lead by example, and to help others rise to become the best they can be.
An empath manifesting a persona with the Strength aspect treats Fortitude and Will as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting Strength may exert an aura of quiet power that fortifies the weary bodies of her allies. By spending one minute in meditation, the empath heals one point of ability damage from each of her ability scores. A number of allies up to the empath’s Wisdom modifier may join in this meditation, sharing in its benefits so long as they remain within 30 feet of the empath. At 10th level, this effect may restore ability drain. At 15th level, this ability may restore ability burn, bypassing the normal restriction against restoring ability burn through magical means. Lastly, the empath gains a bonus to Diplomacy, Handle Animal, Heal, and Perform checks equal to her Wisdom modifier.
The Hermit
If one wishes to find true enlightenment, she must first learn to tune out the ramblings of madmen and fools. The Hermit embodies the ivory tower of knowledge and isolation from which the greatest minds of the mortal world do their work. It is the silent stillness of truth, and the lonesome monolith of study. Empaths manifesting the Hermit often experience a sort of crystalline clarity in their thoughts, processing and responding to information at a speed that can leave interactions with others feeling aggravatingly sluggish and dull. Cautionary tales abound of empaths who grew addicted to this sensation, manifesting this aspect without pause until the very thought of speech or interacting is enough to cause bouts of nausea and disgust.
An empath manifesting a persona with the Hermit aspect treats Will as a good save. Additionally, an empath manifesting the Hermit may slip into a hypercognitive trance in which answers to the most difficult question seem to materialize out of thin air. By entering a trance for one minute, the empath may analyze the likely results of a course of action. This effect functions as the spell Augury, save that the empath is aware if the augury fails. The empath may use this ability a number of times each day equal to her class level. At 15th level, this ability gives much more detailed answers – it now yields equivalent results to the spell Divination. Lastly, the empath gains a bonus to Knowledge checks equal to her Wisdom modifier.
The Wheel of Fortune
Some mortals embrace it, while others reject it fiercely, but there is a simple truth to the world that none would deny – luck matters. The Wheel of Fortune is the form giving to the ever-whirling crucible of mortal opinions on the sheer randomness of the universe. It carries every cry of joy at some improbable miracle, and every furious curse at a ruinous roll of the dice. Empaths manifesting the Wheel are prone to violent mood swings, at times shifting between emotional extremes with little warning or moderation.
An empath manifesting a persona with the Wheel of Fortune aspect treats all saves as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, while manifesting the Wheel of Fortune, she gains the ability to throw her fate to the black-and-white caprice of luck. A number of times each day equal to ˝ her class level, the empath may replace any single d20 roll she is about to make with a coin toss as a free action. If she is able to correctly call the coin toss, the roll resolves as if she had rolled a natural 20. If she calls the toss incorrectly, the roll resolves as if she had rolled a natural 1. At 15th level, this ability may be used to intercede in any action made by a creature within 30’ – including the actions of enemies. Lastly, the empath gains a bonus to Diplomacy, Handle Animal, Heal, and Perform checks equal to her Wisdom modifier.
Greater Aspects
Spoiler
Justice
Even in situations where the very concept seems absurd, most mortals adhere to some sort of code. Fairness, morality, karma… all such things manifest themselves in Justice. The aspect of Justice embodies the laws that bind mortal races, both written and unwritten. It is the promise upheld, the edict spoken, the trust of one individual for another and the punishment when such trust is violated. Empaths manifesting Justice can have difficulty making light promises, and will often feel compelled to go to great lengths to uphold those she has made in the past.
An empath manifesting a persona with the Justice aspect treats Fortitude and Will as good saves, and she uses the Fighter’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, while manifesting Justice, she may brand a creature with a Mark of Justice, which functions as the spell of the same name using her Empath level as her effective caster level for all purposes. The empath may only have up to her Wisdom modifier creatures thus marked at any given time, and may release any of her subjects from their mark at any time as a free action. At 10th level, the empath in instantly alerted whenever one of her Marks of Justice is activated though a violation of its terms, and may innately sense the distance and direction to bearers of activated Marks so long as they are on the same plane. At 15th level, the empath’s Marks of Justice can no longer be removed by any effect other than a Wish, Miracle, or the willing release of the mark by the Empath herself. Lastly, the empath gains a bonus to Sense Motive and Intimidate checks equal to her Wisdom modifier.
The Hanged Man
Wherever there are mortals, there are the weak and the strong. The high, and the low. The pious and the heretic. Those below will always dream of grand reversals of roles, and sometimes even act upon those dreams. The aspect of the Hanged Man is a tumultuous soul, forever in flux. It is the riotous mob, the thief who steals from the rich, and the bullied apprentice burying a dagger in her abusive mentor’s back. Empaths manifesting the Hanged Man often find themselves fighting off an uncharacteristic bitterness – every hardship seems tailored to victimize them personally, and successes of allies cannot help but be tainted with a faint lining of envy.
An empath manifesting a persona with the Hanged Man aspect treats Fortitude and Reflex as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, as a standard action, the empath may induce a calamitous reversal with a single touch. This effect is delivered as a melee touch attack, and an unwilling target may attempt to resist the effect with a Will saving throw with a DC of [10 + half to empath’s class level + her wisdom modifier]. If the target is willing, or fails its saving throw, it immediately exchanges hit point totals with the empath. This exchange can bring neither party above their normal maximum health, and any hit points beyond that limit are lost. Once used, regardless of its success or failure, an empath cannot use this ability again for one minute. Lastly, the empath gains a bonus to Move Silently, Hide, and Slight of Hand checks equal to her Wisdom modifier.
Death
Endings are a two-faced coin – for all that mortals fear the eternal spectre of their demise, their every action brings about other, smaller deaths. The aspect of Death embodies the demise of ideas, of beliefs, of traditions and nations and cultures – and yes, at times, evens the deaths of other mortals. Without death, the world would stagnate and rot from within, but that is little consolation to those who it claims. Empaths manifesting the aspect of Death find the ties of sentimentality loosened. Letting go is less painful, and silver linings present themselves easily. Beings prolonged past their time tend to incite faint feelings of disgust, and the empath may at times feel an urge to let defeated enemies die cleanly, rather than capturing them alive and subjecting them to the messy processes of justice.
An empath manifesting a persona with the Death aspect treats Will as a good save, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, as a standard action, an empath manifesting Death may strike out with a cleansing tide of negative energy, burning pain and impurity from her target’s very soul. This effect is delivered as a melee touch attach, and an unwilling target may attempt to resist the effect with a Will saving throw with a DC of [10 + half to empath’s class level + her wisdom modifier]. If the target is willing, or fails its saving throw, it immediately gains one negative level. Further, it restores two points of damage or drain to each damaged or drained ability score, and heals [5 * target’s HD] hit points to its target. Negative levels inflicted by this ability fade at a rate of one per minute. Lastly, the empath gains a bonus to Heal, Survival, and Disable Device checks equal to her Wisdom modifier.
Temperance
In the land of mortals, none stand alone. For every blade or suit of armor brought to battle, there is a smith. For every artful maneuver, there is a teacher. For every lasting peace, there is a magnanimous victor. Temperance lies not in greatness, but in those that bring greatness to fruition. It lies in the bruises dealt by the wizened master who trains the hero before his quest, and in the words of the sage who offers their advice to the girl who would be queen. Empaths manifesting Temperance are often driven to push others, and themselves, up to any beyond their normal limits. Wasted potential evokes feelings of faint disgust, and honing existing tools always often like a more appealing option than attempting to craft new ones.
An empath manifesting a persona with the Temperance aspect treats Will and Fortitude as good saves. Additionally, with a ritual requiring one minute of meditation between the empath and a single willing target, an empath manifesting Temperance may imbue another being of equal or lesser power with an echo of the greatness that could one day be theirs. The target receives a number of virtual Hit Dice equal to [empath’s class level – target’s HD]. Each virtual HD thus granted increases the benefactor’s maximum HP by [5 + benefactor’s Con modifier], and grants them a +1 bonus to attack rolls, damage rolls, skill and ability checks, saving throws, and effective Hit Dice for the purposes of any spells or abilities that might target them. An empath may have up to [Wisdom modifier] creatures blessed with this ability at any given time, and may revoke her blessing from any one of them as a free action. Otherwise, the blessing possesses an unlimited duration. At 15th level, an empath may also choose to grant her beneficiaries the ability to evoke a single illumination, chosen by the empath from those assigned to any of her personas with the Temperance aspect. The target may evoke this illumination despite lacking a mote pool or evoker level, and the effect manifested is in all aspects identical to an illumination evoked by the empath herself (including save DCs, effective evoker level, and the like). Once used, such a borrowed illumination may not be evoked again for 1d4 rounds. Lastly, the empath gains a bonus to Diplomacy, Search, and Appraise checks equal to her Wisdom modifier.
The Devil
Some mortals are revolutionaries, or leaders. They stand tall, defying fate and convention to change the course of the world itself. However, for most, such aspirations are simply… too much work. The Devil is the ballast of idleness that anchors the mortal races of the world – the font of laziness and apathy that dissuades change and brings one to simply go with the flow of events. Though heroes might scorn the everyman’s simple life, such lack of ambition also lies at the foundation of every endeavor of his more active peers. Empaths manifesting the Devil often feel lethargic, whether physically, mentally, or both. It is tempting to leave even urgent tasks for later, orders seem less worth arguing with, and the status quo gain a certain charming appeal, however flawed it may be.
An empath manifesting a persona with the Devil aspect treats Reflex and Fortitude as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Devil oozes an air of profound normalcy, discouraging suspicion or investigation. Viewers will see the empath as whatever seems least conspicuous to them – a castle guard might note them as an inconspicuous clerk, while a general might view them as just another soldier going about her duties. This deception does not actually alter the empath’s appearance in any way, meaning they may be called out for dressing or acting inappropriately, but they will not be accosted or questioned unless they draw undue attention to themselves. Any creature who interacts directly with the empath may attempt a Will save with a DC of [10 + half to empath’s class level + her wisdom modifier] to shake off the supernatural acceptance. If the empath is doing something blatantly out of place – such as attacking the observer or his allies – this save automatically succeeds. This is a mind-affecting ability. Lastly, the empath gains a bonus to Bluff, Forgery, and Disguise checks equal to her Wisdom modifier.
Sublime Aspects
Spoiler
The Tower
Some would say that mortals define themselves through violence. They would say that beings incapable of grasping eternity are truest to their natures when obliterating the permanence of others. The Tower does not, contrary to what some frightened empaths will warn their younger sisters in the dead of night, embody hatred, or malice, or rage. It embodies violence, pure and untainted by lesser emotions. The urge to shatter, break, and destroy bears a power few others can match. Empaths manifesting the Tower feel the urge to strike first, strike hard, and keep on striking until all before them has been reduced to blood and rubble. It is said to feel far more hostile and invasive than most aspects, and many empaths forswear this aspect for fear of the changes it might evoke in them.
An Empath manifesting a persona with the Tower aspect treats Fortitude as good saves, and she uses the Fighter’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Tower continuously exudes an aura with a radius of [5 * empath’s Wis mod] feet. Whenever damage is dealt to the empath, all other creatures within the aura (including the empath herself) take half that amount, rounded down, as retributive damage. Damage that the empath deals herself through this ability is converted into nonlethal damage, unless she is immune to nonlethal damage. Retributive damage inflicted by this aura does not trigger any additional effect. The effect of this aura targets friends and foes without discrimination, and the empath may not exclude a creature the influence of her aura – she may, however, deactivate or reactivate her aura as a swift action. Lastly, the empath gains a bonus to Autohypnosis, Concentration, and Intimidate checks equal to her Wisdom modifier.
The Sun
Rare indeed are great deeds accomplished without hardship or setback – and indeed, were they achieved simply, their greatness would be lessened in the eyes of many. But for all these obstacles, mortals still reach for the heavens with all their might, heedless of that which would hold them back. The Sun is a manifestation of confidence and drive, rational and unwarranted alike. Empaths manifesting the Sun tend to lapse easily into obsession and mania in their pursuit of whatever their goal of the hour may be.
An Empath manifesting a persona with the Sun aspect treats Fortitude and Will as good saves, and she uses the Fighter’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally as a swift action, an empath manifesting the Sun can call forth and release a blazing explosion of light that shatters the bonds on all those around them. This effect grants the benefits of both Freedom of Movement and Mind Blank for one round, and affects all creatures within a radius of [5 * empath’s Wis mod] feet, centered on the empath. This effect targets friends and foes without discrimination. Once used, this ability may not be used again for one minute. Lastly, the empath gains a bonus to Concentration, Sense Motive, and Survival checks equal to her Wisdom modifier.
The Moon
Life is built upon lies. Lies bring mortals pain and comfort alike, and are told for every reason imaginable. Philosophers may seek truth, but for the average mortal, deception is as much a part of existence as eating or breathing – and just as vital. Few are those with the fortitude to face down truth, unmasked and unfiltered, and the silver miasma of half-truths and guises provides welcome shade against the harshness of light. Alone of all Aspects, the Moon inflicts no foreign thoughts or otherworldly compulsions. Empaths, who shroud themselves in the hopes and dreams of others, have always shown a special affinity for the moon – in a grand fit of cosmic irony, they are truest to themselves when dancing in a masquerade of lies.
An Empath manifesting a persona with the Moon aspect treats Reflex and Will as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Moon continuously exudes an aura with a radius of [5 * empath’s Wis mod] feet. For the purposes of skills, spells, and abilities, all words spoken by individuals within this radius are considered ‘true’ – Sense Motive checks will reveal only honesty, and lie-discerning magic will pass over such utterances without a trace. This does not inflict any form of compulsion upon listeners, nor even compel them to believe in the factual truth of a statement, but they will always view claims by creatures within the aura to be of utmost honesty. Lastly, the empath gains a bonus to Bluff, Perform, Disguise, and Forgery checks equal to her Wisdom modifier.
The Star
In deepest darkness, and blackest night, hope endures. In the fiercest fire, and most ruthless storm, hope endures. By an ancient legend, hope is the cruelest blessing and most wonderful curse the mortals of the world have ever shouldered. This may be so, and without a doubt hope has brought pain to many – but in the caprice of fortune, hope too is what permits such victims to carry on anew. The Star is the distant glimmer of a better tomorrow that all mortals hold dear to their hearts. It is unreachable, unattainable, ethereal, and beautiful beyond words. Empaths manifesting the Star often take on a detached, farsighted demeanor, pondering the future… at times to the determent of their focus in the present.
An Empath manifesting a persona with the Star aspect treats all saves as good saves. Additionally, an empath manifesting the Star continuously exudes an aura with a radius of [5 * empath’s Wis mod] feet. Creatures within this aura may use their own saving throw modifiers or those of the Empath, at their discretion. This effect benefits friends and foes without discrimination, and the empath may not deny a creature the benefit of her aura – she may, however, deactivate or reactivate her aura as a swift action. If the empath is unconscious, her aura is automatically suppressed. Lastly, the empath gains a bonus to Diplomacy, Perform, and Heal checks equal to her Wisdom modifier.
Judgment
Mortals yearn for absolutes. While scholars and sages may delve into the fine gray lines between right and wrong, good and evil, or fact and fabrication, most would rather feed their minds with the succulent dish of certainty. The aspect of Judgment embodies every cry ever voiced for a god, king, or parent – cries to strip away the miasma of doubt and replace it with the comforting pillars of the absolute. Empaths manifesting Judgment often struggle to accept or process any new information that might conflict with their beliefs… though when those beliefs are challenged, they will hold fast to their values with unshakable resolve.
An empath manifesting a persona with the Judgment aspect treats Will as a good save. Additionally, an empath manifesting Judgment may cut through superficial traits to know the truth of a creature’s essence with nothing more than a glance. The empath continuously gains the benefits of the Arcane Sight and See Invisibility spells. The empath’s arcane sight functions as the spell, and additionally allows the empath to discern surface thoughts, alignments, and the presence or absence of duplicitous intent in any creatures the empath observes. However, any creature observing the empath identical benefits, which apply only for the purpose of observing the empath herself. Lastly, she gains a bonus to Appraise, Sense Motive, and Knowledge checks equal to her Wisdom modifier.
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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Lovely Rita Mordio avatar by Zefir! Thank you!
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:
Spoiler
Clinging [Stargazer]
While most blasts are near-instantaneous effects, some skillful evokers are capable of enticing them to linger on. This weakens the initial burst of power... but continues to eat away at the blast's target to devastating effect. A blast with this foundation deals 1d4 damage for each mote of the illumination's cost. Further, when you successfully deal damage to a target with an illumination possessing this component, they must make a fortitude save. If they succeed, this component has no further effect. If they fail, they take damage equal to half the original damage dealt by the blast at the beginning of each of their turns for a number of rounds equal to one third the illumination's mote cost.
Demolitions [Champion, Empath, Stargazer]
Much of the time, a magical girl must hold back. Show restraint. As fun as it may be to unleash a furious cascade of destructive potential, it is generally deemed morally unsound to reduce random bystanders to smears of assorted vital fluid on the ground. The demolitions component, however, optimizes a blast for peerless devastation. While it is less than ideal for dealing with animate foes, the heavy-handed destructive force is capable of obliterating even the most resilient obstacles. A blast with this foundation deals 1d4 damage for each mote of the illumination's cost, and ignores any hardness its targets may possess. Additionally, the blast deals double damage against objects. For every 4m in the illumination's final cost, the damage multiplier against objects increases by one.
Flare [Empath, Stargazer]
There is a limit to the radiant power a mortal body can hold. Evokers are capable of regulating their personal flow of luminescence almost instinctively, but other creatures are far less fortunate. A blast with this foundation rolls damage as usual, dealing 1d8 damage for each mote of the illumination's cost. However, targets do not take this damage immediately. Instead, the blast lies dormant within them, discharging as soon as the target takes damage from another source. If the target does not take any damage within a number of minutes equal to the number of motes in this illumination's final cost, the latent energy dissipates harmlessly. Latent damage from multiple application of Flare blasts stacks. Any damage dealt with the same action as the blast, such as the weapon damage of an Assault illumination, does not trigger this effect. If the latent damage on a target is about to discharge, the evoker may choose to prevent the discharge as an immediate action.
Power [Champion, Empath, Stargazer]
Blasts are, at their heart, nothing more than untamed surges of energy, amplified to incredible levels. While it is possible to refine this further, most magical girls simply do not bother - what such an rough-hewn blast might lack in finesse, it makes up for in raw power. A blast with this foundation deals 1d6 damage for each mote of the illumination's cost.
Tremors [Champion, Empath, Stargazer]
Imbuing their blast with pure kinetic force, a magical girl can use this illumination to literally blow her enemies away. A creature struck by a blast augmented with this effect (or who fails their reflex save for half damage in the case of area of effect blasts) is knocked away from the blast’s origin point a distance of 5 feet for each mote of the illumination's cost. At the end of this movement, the target is rendered prone, and takes 1d6 points of damage for each 10 feet of distance traveled. If the target's motion is stopped before completion (such as by a wall), they take an additional 1d6 points of damage for every 5 feet they would have traveled beyond their stopping point.
Shape Components:
Spoiler
Cascade [Champion, Empath, Stargazer]
[Mote Cost: 0m + 3m/rank beyond the first]
A single blast of power is the calling card of many magical girls. Brutal, overpowering... and incredibly inelegant. For situations calling for a measured hand and precise aim, it is common for magical girls to configure a barrage of lesser blasts, annihilating enemy forces with the precision of a laser blade. The illumination targets up to one creature per rank in the Cascade component within a 60' base range with a ranged touch attack. The evoker makes only a single attack roll, comparing it to the touch AC of each of her targets.
Assault [Champion, Empath]
[Mote Cost: 1m]
Among more martially inclined magical girls, a direct assault is often a far more intuitive strategy than fiddling about with channeling illuminations independently. Born of this mentality, the Assault component allows a blast illumination to be made as an attack action, rather than a standard action. An assault blast is delivered in the form of an attack (not a touch attack) with your device, delivering the effects of a blast along with those of an ordinary attack on a successful hit.
Imbue [Champion, Empath]
[Mote Cost: 1m]
When a warrior of the light wishes to exercise a measure of finesse beyond that of a simple, brute-force assault, it is not uncommon for her to by stymied by the volatile nature of her own power. Designed as a means to work around this instability, the Imbue component infuses an evoker's weapon with radiant energy, ready to be discharged at a moment's notice. A blast with this component is activated as a swift action, rather than a standard action, empowering any single weapon she is currently wielding. The next time the magical girl makes a successful attack with that weapon, the target of her attack suffers the effects of the imbued blast along with those of the attack itself. If it is not discharged, the imbuement fades at the beginning of the evoker's next turn.
Beam [Champion, Empath, Stargazer]
[Mote Cost: 1m + 2m/rank beyond the first]
On occasion, one comes across a situation that would be best resolved by an enormous laser of radiant destruction. For some magical girls, this occasion is 'always', and the beam component is the tool with which they carry out their tasks. The illumination becomes a line with a length of 15’ for every rank of this component applied to the blast. Targets within the area of effect can attempt a Reflex save for half damage. For every four ranks of this component, the evoker may increase the width of their line attack by 5'. The width of a beam illumination is chosen upon its crafting.
Explosion [Empath, Stargazer]
[Mote Cost: 1m + 2m/rank beyond the first]
Following the ancient wisdom that a sufficiently large blast radius can solve any problem, the explosion component converts a blast from a single-target attack into a radial burst. The illumination may be targeted anywhere within a base range of 60', and possesses a blast radius of 5’ for each rank of this component Targets within the area of effect can attempt a Reflex save for half damage.
Storms [Empath, Stargazer]
[Mote Cost: 1m + 2m/rank beyond the first]
By carefully shaping a burst of radiant energy, an evoker can carpet entire swathes of terrain with a furious storm of power. The illumination becomes a cone with a length of 10’ for every rank of this component. Targets within the area of effect can attempt a Reflex save for half damage.
Bombs [Stargazer]
[Mote Cost: 2m/rank]
Radiant power is inherently unstable - it can be channeled, refined, and redirected, but its eventual eruption is all but inevitable. The illumination no longer requires an attack roll, instead allowing the magical girl to scatter a number of energy bundles equal to [2 * ranks] anywhere within a base range of 20'. Energy bundles may only be placed in unoccupied squares, and no more than one bundle may be placed in any given square. Whenever a creature enters an energy bundle's square, that bundle detonates with a blast radius of 5'. Targets within the area of effect can attempt a reflex save for half damage. At the beginning of the evoker's next turn, all remaining energy bundles detonate. Creatures caught in multiple simultaneous detonations only make a single saving throw, and only take the illumination's damage once, but the reflex save DC increases by +2 for every overlapping explosion beyond the first.
Eruption [Champion, Empath, Stargazer]
[Mote Cost: 2m/rank]
Calling upon the maelstrom of radiant energy in a magical girl’s soul, this component converts a blast into a raw, unbridled eruption of power. The illumination gains a blast radius of 10’ per rank of this component, centered on you. The illumination no longer can be used at range, no longer requires an attack roll, and allows its targets the opportunity to make a Reflex save. On a successful save, the blast deals half damage.
Chains [Empath, Stargazer]
[Mote Cost: 4m/rank]
It is a relative rarity for a magical girl to face a lone foe. All too often, she is outnumbered many times over, beset by foes on all sides. Designed to allow an evoker to wield her blast as a warrior wields their weapon, the Chains component gives her a measure of control over her blast after it is fired, allowing the magical girl to guide it seamlessly from one target to the next. The evoker makes a ranged touch attack against a single target within a base range of 30'. Upon a successful hit, the blast may immediately jump to another target within a range equal to half the base range of the blast, making an attack roll in a manner identical to the first. The illumination is capable of jumping targets once for each rank of this component that has been purchased. Against each target after the first, the luminous chain suffers a cumulative -2d6 to damage as its energy slowly wanes. Any given creature may only take damage from a single chains illumination once.
Secondary Components:
Spoiler
Horizon [Champion, Empath, Stargazer]
[Mote Cost: 1m/rank]
Boosting the cohesion and longevity of a blast, this component allows the range of an illumination to be dramatically increased. For each rank of the Horizon component applied to an illumination, its base range doubles. This does not affect the radius, length, or other measurements of any potential Shape effects, and does not benefit illuminations whose Shape does not specify a base range.
Prism [Champion, Empath, Stargazer]
[Mote Cost: 2m/rank]
Refracting the polychromatic purity of light into its manifold components, the Prism component converts a blast into one of the more common forms of energy. Upon readying this illumination, you may select an energy type (Acid, Cold, Electricity, Fire, or Sonic). The damage dealt by the blast becomes energy damage of that type, rather than untyped damage. Each rank of this component allows you to select an additional energy type to apply to the blast. When damaging an enemy with energy resistance, immunity, the ability to heal from damage taken, or similar damage reducing abilities that would apply to one or more component damage types, only the least effective such ability applies against the amalgam damage, or none if none of them would apply to one or more of the component damage types. All other effects apply as though the amalgam damage was the most damaging of its component damage types with respect to that ability.
Sharpshooting [Empath, Stargazer]
[Mote Cost: 2m]
Using pre-designed targeting aids and automatic aim compensation, an illumination with this component allows you to target your foes with all the accuracy and precision of a master marksman. When attacking with a blast augmented with the Sharpshooting effect, you may treat your BAB as equal to your HD for the purpose of determining your attack bonus. You do not gain the benefits of an improved BAB for any other purpose.
Dissonance [Champion, Empath, Stargazer]
[Mote Cost: 3m]
Born of the unsettling discoveries of magical girls who have strayed far from the path of the righteous, the Dissonance component converts the radiance of a blast into a sickly cacophony that rends the very life-force of its targets. Damage dealt by blast augmented with this effect is considered negative energy damage in addition to any other damage types it may possess, healing undead and otherwise acting as any other negative energy effect.
Vile [Champion, Empath, Stargazer]
[Mote Cost: 5m]
Not all light is clean - the fires of Hell and the Abyss bear their own sickly radiance, and less scrupulous evokers can tap into that light to bright forth blasts of a terrible potency. Damage dealt by blast augmented with this effect is considered to be both evil-aligned and vile damage in addition to any other damage types it may possess. Non-evil evokers may make use of this component, but such a horrendous tool must be used with great care if they wish to carry on long with their alignment intact.
Sundering [Champion, Empath, Stargazer]
[Mote Cost: 3m/rank]
No shield is perfect - the strongest armor has chinks, and the hide of even the mightiest dragon has loose scales a hawk-eyed attacker might exploit. Most warriors know their weaknesses, and work to guard them and disguise them from their foes - but like so many deceptions, these tactics are burned away in the face of the light, leaving weakness blazing from within and exposed to all. For each rank of this component, the target of the blast suffers a -1 penalty to their AC. This penalty lasts one round.
Tactics [Empath, Stargazer]
[Mote Cost: 6m]
Most commonly applied to blasts with wide areas of effect, this component grants far more precise control over the targeting of an illumination. When you evoke an illumination with the Tactics component, you may choose to omit any number of targets from its effects.
Volatility [Stargazer]
[Mote Cost: 7m/rank]
Life is a powerful force, and as it fades or dims it is possible to use such vital energy to fuel a potent chain reaction of luminous effects. When an enemy is killed or knocked unconscious by a blast with the Volatility component, you may immediately re-evoke that blast at no mote cost, using the fallen target as the origin point for this secondary blast. When a blast is re-evoked in this manner, it loses one rank of this component, but is otherwise identical. Volatility may only be triggered by the initial damage of a blast - secondary damage, such as that from the Clinging component, will not activate this effect.
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
Barricades [Champion, Empath, Stargazer]
A powerful tool in the hands of those that know how to use it, the component of Barricades allows a tactician to partition a battlefield as she pleases – or a warrior to prevent the escape of her prey. So long as the barrier's mote cost is at least 1m, the edge of the barrier is a quasi-solid object capable of blocking movement. Moving through this edge costs 10 feet of movement, though this cost can be ignored with a successful strength check against a DC equal to the save DC of the evoker's illuminations. Alternately, a creature may force their way through the barrier regardless of speed or strength with a full-round action. If a creatures does not wish to pass through the barrier, they may interact with it as they would any solid surface, including climbing or standing on top of it. For every 3m of this barrier's cost, movement through the edge of the barrier costs an additional 5 feet and the DC to force through it increases by +2. If the barrier costs at least 12m, it is impassable without use of a strength check or a full-round action. Despite its seeming solidity, a barrier with this component does not affect targeting or line of effect in any way.
Carnage [Champion, Empath, Stargazer]
There is something invigorating about combat - the hammering of hearts, the pumping of blood, the glorious fountains of crimson that fly with every blow. Whenever a creature other than the evoker takes damage while standing within the interior of the barrier, the evoker regains 1 hit point for every 6 points of damage dealt by the triggering attack. For every 4m of this illumination's cost, the ratio of triggering damage to healing improves – 4m raising the ration to to 1:5, 8m to 1:4, 12m to 1:3, 16m to 1:2, and 20m to 1:1.
Shadows [Empath, Stargazer]
By bending and distorting light, this component allows a magical girl to hide areas or individuals from view. At the evoker’s discretion, this can manifest as either a dome of darkness or as a completely empty space. This decision is purely cosmetic - the barrier itself can be seen either way, whether as a sphere of darkness or a rippling distortion in the air. So long as the barrier's mote cost is at least 1m, the edge of the barrier grants a limited form of concealment. This functions identically to normal concealment, but inflicts a 10% miss chance, rather than 20%. If the barrier's cost is at least 4m, the miss chance increases to 20%. At 8m, the miss chance increases to 30%. If the barrier costs at least 12m, it instead grants a limited form of total concealment. This functions identically to normal total concealment, but inflicts a 40% miss chance, rather than 50%. If the barrier costs at least 16m, the miss chance increases to 50%.
Shelter [Champion, Empath, Stargazer]
A barrier is normally a relatively diffuse effect, spreading protective magic thin over an area. However, by augmenting an illumination with the component of Shelter, the radiant energy condenses to the point where even the most potent attacks will be stopped short at the sparkling threshold. So long as the barrier's mote cost is at least 1m, the edge of the barrier grants a limited form of cover. This functions identically to normal cover, but gives only +2 to AC, and a +1 bonus to reflex saves against attacks that burst from the other side of the barrier's edge. Every 2m of this barrier's cost increases the AC bonus by +1, and every 4m of cost increases the bonus to reflex saves by +1. If the barrier costs at least 12m, the edge of the barrier instead grants total cover. Despite its seeming solidity, a barrier with this component does not hinder movement in any way. It is possible for melee attacks to strike through the barrier, even if it grants total cover, but targets still receive the benefits of cover.
Tempests [Empath, Stargazer]
Not all great barriers in the world are forged of brick and mortar. A mighty storm of ice and snow can bar passage for thousands, and no sane sailor would cast off when the seas are roused. Crafting her power in emulation of such might wardens, a magical girl can engulf a battlefield in a tempest of her own devising. So long as the barrier's mote cost is at least 1m, the interior of the barrier experiences torrential precipitation that inflicts a -4 penalty on Spot and Search checks to find anything contained within. Traditionally, this takes the form of snowflakes, and act as such - but almost any replacement is theoretically possible. If the barrier costs at least 5m, heaps and drifts of material begin to pile up, and the movement cost to enter any space contained within the barrier doubles. If the barrier costs at least 10m, any creature within the barrier must make a reflex save whenever they move more than half their speed to avoid falling prone in the final square of their movement. If the barrier costs at least 15m, movement costs within the barrier are quadrupled, rather than doubled.
Zone [Champion, Empath, Stargazer]
Sometimes, the more potent effects of a barriers only get in the way of its true purpose. This foundation component has no effect of its own, allowing the barrier to rely entirely on secondary components for its functionality.
Shape Components:
Spoiler
Strongholds [Champion, Empath, Stargazer]
[Mote Cost: 1m + 2m/rank beyond the first]
Even in the most hostile of lands, beset by foes on all sides, a magical girl is not without sanctuary. The center of the barrier may be placed anywhere within a 20' base range, and possess a radius of 5 feet for every rank of this component.
Borders [Champion, Empath, Stargazer]
[Mote Cost: 1m + 2m/rank beyond the first]
Sometimes it is not enough to protect a single individual. At times, a line in the sand must be drawn. The barrier is a 10’ high wall with one inch of thickness and a length of 15’ for each rank of this component applied. All components of the barrier must fall within a 20' base range, but its length can be shaped in any manner the evoker deems fit - it can be turned horizontally to form an impromptu floor or ceiling, or stacked atop other wall segments to create a border with more than 10' of height. This wall possess all the traits that would be applied to the edge of a barrier, but does not possess any actual interior.
Dominions [Champion, Empath, Stargazer]
[Mote Cost: 1m/rank]
At times, the land itself can be counted among an evoker's fiercest allies. Where realms and fortresses fail her, a magical girl can awaken the field of battle itself to serve in her defense. The evoker designates a number of squares within a 50' base range equal to [3 * ranks in this component]. Each of these squares is affected as if it were on the interior of the barrier. A barrier with this shape has no actual edges, and effects that would apply to the edge of a barrier do not impact the illumination's functionality.
Ramparts [Champion, Empath, Stargazer]
[Mote Cost: 4m/rank]
With friends at her back, her armaments at her side, and the will to stand against all aggressors, a magical girl can forge a rampart of radiant power that knows no equal in the artifice of mortals. The barrier is a 10’ high wall with one inch of thickness and a length of 10’ for each rank of this component applied. All components of the barrier must fall within a 20' base range, but its length can be shaped in any manner the evoker deems fit - it can be turned horizontally to form an impromptu floor or ceiling, or stacked atop other wall segments to create a border with more than 10' of height. Additionally, one side of the barrier radiates effects identical to those that would be found on the interior of a barrier. These effects extent 5' beyond the wall for each rank of this component.
Secondary Components:
Spoiler
Pilgrimage [Champion, Empath, Stargazer]
[Mote Cost: 1m/rank]
Boosting the cohesion and longevity of a barrier, this component allows the range of an illumination to be dramatically increased. For each rank of the Pilgrimage component applied to an illumination, its base range doubles. This does not affect the radius, length, or other measurements of any potential Shape effects, and does not benefit illuminations whose Shape does not specify a base range.
Radiance [Champion, Empath, Stargazer]
[Mote Cost: 1m/rank]
Where evokers walk, light follows. One of the simplest of all components, the power of radiance allows an evoker to bring light into the dark places of the world. The interior of her barrier becomes brightly lit, and sheds bright light 10' beyond its borders, and shadowy illumination for twice that distance. For each rank of this component beyond the first, the radius of bright light (and consequently, shadowy illumination) doubles. Multiple doublings stack as usual - for example, a barrier with three ranks of this component sheds bright light in a radius of 30', and shadowy illumination for 30' beyond that. This effect counters or dispels any darkness spell with a spell level equal to or less than half the number of ranks in this component.
Returning[Empath, Stargazer]
[Mote Cost: 2m/rank]
There is power in the place one calls home. While the children of light often do battle far from their native lands, they may use this component to tap into the same eternal ties that bind them to their distant homes. Once placed, any ally within 15' of the barrier may, as a move action, call upon this effect to teleport to any unoccupied space contained within the barrier. Each rank beyond the first increases the maximum distance over which an ally can be recalled by 15'. A barrier augmented with this effect may not be placed on a targeted creature - it must be placed on a location.
Ancients [Champion, Empath, Stargazer]
[Mote Cost: 3m/rank]
Channeling the timeless endurance of light, the component of Ancients grants barriers added longevity, allowing a tactically-minded evoker to shape the battlefield over the course of several rounds. The barrier lasts an additional round for each rank of this component.
Breath [Champion, Empath, Stargazer]
[Mote Cost: 3m/rank]
Breath is life, and there is no breath greater than the winds that sweep the world. With an illumination wielding this component, a magical girl can rouse the winds to her her command, conducting them as a maestro might lead a symphony. The interior of the barrier is subjected to Light Wind, blowing in a direction of the evoker's choosing. For each rank of this component beyond the first, the severity of the wind force increases by one step.
Alignment [Empath, Stargazer]
[Mote Cost: 5m]
The ideals of a magical girl are unyielding, and this strength of character can be extended to the illuminations she manifests. The edge of the barrier functions as the border of a Magic Circle against one alignment chosen when the illumination is crafted. Like its spell-fueled cousin, the circle may be focused inwards or outwards, but the short lifespan of illuminations renders it of dubious use as a long-term prison.
Anchors [Stargazer]
[Mote Cost: 5m/rank]
The grip of earth and stone might seem implacable to most. But magical girls know full well that the edicts of gravity are in truth mere suggestions. Some take this beyond simple flight, coaxing leniency from entire swathes of terrain - such practices are difficult to master, but the potency of such effects cannot be denied. The interior of the barrier experiences a shift in gravity - upon evoking the illumination, the magical girl may choose to impose Light Gravity or Heavy Gravity. If at least two ranks of this component have been applied to the barrier, the magical girl may may also choose to impose No Gravity. If at least three ranks have been applied, she may choose to impose Objective Directional Gravity in a direction of her choice.
Visions [Stargazer]
[Mote Cost: 5m]
A great tool of tricksters and masters of misdirection, the component of Visions fills a barrier with false phantasms summoned by the magical girl. The interior of the barrier contains a vivid illusion, identical to that created by the spell Major Image. Viewers are permitted a Will saving throw to disbelieve the effect upon viewing it.
Silence [Stargazer]
[Mote Cost: 10m]
In light, there is harmony. In light, there is stillness. In light, there is serenity. Calling upon the great constants of the world, this component quells the riotous tumult of mortals and enforces a state of mystical serenity. The interior of the barrier experiences the effects of an Antimagic Field. If a barrier with this effect is placed upon a targeted creature, rather than an area, that creature may attempt a new Will saving throw at the beginning of each of their turns.
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
Battles [Champion, Empath, Stargazer]
Awed bystanders have whispered often of the alacrity of the most powerful magical girls. They move not with the precise form and motion of a master swordsman, but with a blinding swiftness born of passion and the very light they wield. If this illumination costs at least 7m, when the recipient of the surge makes a full attack, she may make an additional attack at her highest base attack bonus. For every additional 7m of cost, the illumination grants its target an additional attack at her highest base attack bonus. These extra attacks do not stack with those granted by Haste or similar effects.
Consumption [Stargazer]
To an evoker, light is life, and wonder, and beauty untold. But such radiance can be an awful thing to those who have not been touched by its power - a ghastly-bright inner fire that consumes their very souls. The target of the surge must make a Fortitude save or contract a supernatural illness known as Radiant Wasting, the result of a shard of tainted light embedded deep in their essence. This functions just as any other supernatural disease, with a save DC equal to the evoker's illumination save DC, an incubation period of one day, and no infection vector beyond use of this surge. Radiant Wasting deals 1d4 damage to one ability score, chosen by the evoker when she crafts an illumination with this component. For every 4m of this illumination's cost, she may select an additional ability score to deal 1d4 damage to, or increase the damage to an already selected ability by +2. Radiant Wasting may be cured like any other disease, but effects that emulate diseases (such as the spell Contagion) are unable to mimic it: Radiant Wasting's symptoms are too volatile, and too closely tied to individual evokers, to be reproduced with any sort of coherency. An individual who contracts Radiant Wasting from a surge with this component retains their affliction even after the surge's duration would otherwise end.
Courage[Champion, Empath, Stargazer]
The few against the many. The small against the great and terrible. The weak against the strong. Such are the battles faced by en evoker, and if she is to weather them she and her allies must stand fast with the courage to withstand any storm. For every 2m in the illumination's final cost, its target receives a +1 radiant bonus to AC, to a minimum bonus of +1.
Denunciations [Empath, Stargazer]
To be a magical girl is to be the very embodiment of mercy and forgiveness. It is rare for such beings to express true hatred... but simple anger is a different story entirely. The cosmos shudder at the righteous fury of an evoker, and the targets of their wrath feel fate itself conspiring against them. For every 4m of this illumination's cost, targets of the effect suffer a -1 penalty to all saving throws, to a minimum penalty of -1.
Diamonds [Champion, Empath, Stargazer]
Not easily is the light snuffed out, and a magical girl wields power to grant herself and her allies the strength of the candle that remains lit even in the fiercest of storms. The recipient of this surge gains DR 1/- for its duration. For each 2m of this illumination's cost, the DR granted by this component increases by 1.
Isolation [Empath, Stargazer]
There is power in a glorious alignment of comrades-at-arms. A whole that is often greater than the sum of its components parts. With the application of ruthless logic, then, the obvious way to strike at such a force is to shatter the very ties that lend it its power, leaving each to be ground into a lonely pile of dust. The target of this surge must make a will saving throw or be afflicted with a dire curse of isolation. The afflicted creature gains a Spell Resistance and Power Resistance of 15 + [the final mote cost of this illumination]. This resistance is controlled by the evoker - she may choose freely whether to allow any given effect to pass through or whether to force it to roll spell or power resistance as usual. Additionally, for every 3m of this illumination's cost, the evoker may suppress a single ongoing magical effect currently affecting her target, chosen at random. The evoker may deliberately exclude any effects from this random selection, so long as she is aware of its presence on her target.
Justice [Empath, Stargazer]
The world is an unfair place, but where walk the wielders of light, justice follows close behind. Those marked by this surge receive a brand of either Innocence or Prosecution, chosen when the illumination is crafted. Whenever a target with a brand of Innocence is dealt damage, their attacker suffers 1 point of retributive damage for every 6 points of damage dealt. Whenever a target with a brand of Prosecution deals damage, they suffer retributive damage equal to 1 point for every 6 points of damage dealt. The application of either form of brand can be resisted with a successful will saving throw. For every 4m of this illumination's cost, the ratio of provoking damage to retributive damage improves – 4m raising the ration to to 1:5, 8m to 1:4, 12m to 1:3, 16m to 1:2, and 20m to 1:1.
Might [Champion, Empath, Stargazer]
The ideal warrior has no weakness, but even the most rigorous training will leave sometimes leave one cursing that their skills are hindered by their own feeble body. Unsurprisingly, given how young many evokers are when they first begin to wield their power, one of the most common surge components is one to reinforce and fortify natural potential. The recipient of the surge receives a +2 Enhancement bonus to an ability score chosen when the illumination is crafted. For every 3m of the illumination's cost, the evoker may add a +2 Enhancement bonus to another ability score. The same ability score can be chosen for this boost multiple times, and its effects stack.
Mockery [Champion, Empath, Stargazer]
Laughter is death to fear. The most dreadful of villains can often be reduced to a spluttering buffoon with a few well-placed jibes, and devious plots are merely foolish when theatrics are countered by satire. When no targets for jest readily present themselves, the component of Mockery can induce the sort of catastrophic pratfall that might bring shame to even the most egotistical foe. For every 1m of the illumination's cost, its target suffers a -1 penalty to their next attack roll or skill check. This effect can be negated by a successful Will saving throw. When the target misses an attack, the effect of this component immediately ends. Other effects of the illumination persist for the usual duration.
Resolve [Champion, Empath, Stargazer]
When her allies are worn and battered by the trials they face, a magical girl may lend her radiance to bring new vigor to weary flesh and bone. For every 1m of this illumination's cost, targets of the surge are cured of 1d6 points of damage. After receiving healing from an illumination with the Resolve component, the target cannot benefit from the effects of this component for one minute. Targets under this restriction still receive the benefit of any other effects of an illumination, and benefit from other sources of healing normally.
Sanctity[Empath, Stargazer]
There are many strange and wicked things in the world, and at times it seems that each offers more gruesome torments than the last. Against such manifold terrors, an evoker must at times shield herself and her allies against attacks bearing all manner of unwholesome effects. For every 3m of this illumination's cost, targets of the effect gain a +1 bonus to all saving throws.
Shape Components:
Spoiler
Awakening [Champion, Empath, Stargazer]
[Mote Cost: 0m]
There is power buried deep within every evoker to rival the mightiest of heroes. To call upon that wellspring, even unknowingly, is to tap a near-limitless source of potential, and even the mightiest of surges can seem effortless when turned inward. The surge targets the evoker.
Smiting [Champion, Empath]
[Mote Cost: 1m]
Traditionally, crafting a surge is an act of finesse and meticulous control, gathering radiant power in precise ratios to eventually unleash in a cascade of power. Still, some evokers prefer to just power up their weapon and hit things. A surge with this component empowers any single weapon she is currently wielding. The next time the magical girl makes a successful attack with that weapon, the target of her attack suffers the effects of the imbued surge along with those of the attack itself. If it is not discharged, the imbuement fades at the beginning of the evoker's next turn.
Bolts [Champion, Empath, Stargazer]
[Mote Cost: 1m + 4m/rank beyond the first]
Arcing power over great distances, the component of Bolts allows an evoker to provide aid to her allies (or woe to her enemies) even from across a battlefield. The surge is a ranged touch attack. Willing targets are hit automatically, but enemies must be struck with a ranged touch attack normally. The effect can target a single creature within a 30' base range. Each rank beyond the first allows the evoker to target an additional creature within range.
Pulses [Champion, Empath, Stargazer]
[Mote Cost: 1m + 3m/rank beyond the first]
While many struggle to channel them into singular applications, some evokers find it easier to simply let their surges of power wash out around them in a great flood. The suge is an aura affecting valid targets within a burst possessing a 5' radius for each rank of this component. Upon crafting the illumination, an evoker may choose if she wants the aura’s effect to target only allies, only enemies, or both.
Secondary Components:
Spoiler
Amplitude [Champion, Empath, Stargazer]
[Mote Cost: 1m/rank]
Boosting the cohesion and longevity of a surge, this component allows the range of an illumination to be dramatically increased. For each rank of the Amplitude component applied to an illumination, its base range doubles. This does not affect the radius, length, or other measurements of any potential Shape effects, and does not benefit illuminations whose Shape does not specify a base range.
Purity [Empath, Stargazer]
[Mote Cost: 2m/rank]
True healing is beyond the powers of light, save in the rarest of circumstances, but the illuminations of a magical girl can nonetheless drive away many ills of the world – even if only for a time. The target of the surge may, for its duration, ignore one of the following effects for each rank of this component; Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Energy Drained, Exhausted, Fascinated, Fatigued, Frightened, Nauseated, Panicked, Paralyzed, Shaken, Sickened, or Turned. Which effects are suppressed must be chosen at illumination creation. Each selection of ‘Energy Drained’ suppresses only one negative level. The evoker must suppress Shaken before she can suppress Frightened, Frightened before Panicked or Cowering, Fatigued before Exhausted, Sickened before Nauseated, and Dazed before Paralyzed. These effects are not removed from their target, nor are they re-applied when this surge fades - this illumination merely suppresses the effects of the conditions affected.
Awe [Empath, Stargazer]
[Mote Cost: 3m]
Throughout history, wielders of the light have held a special place in the hearts of the common people. In modern times, magical girls are revered as heroes and idols, and in ancient ones, it was not uncommon for them to bask in worship as the resplendent goddesses of their people. There is a fundamental awe in beholding the radiance and purity of light, capable of making knees weaken and bend. The target of the illumination must make a will save or fall prone.
Burdens [Empath, Stargazer]
[Mote Cost: 3m]
No heart is entirely free of darkness - nor should it be. The traces of shadow are what allow the mortal races to grasp the light with such fervor. Yet, the radiance of a magical girl can make even the lightest of hearts feel too heavy to bear, and the component of Burdens serves to convert metaphorical chains into literal ones, binding a creature with their own regrets. The target of the illumination must make a reflex save, or be entangled.
Echoes [Empath, Stargazer]
[Mote Cost: 3m/rank]
A magical girl’s surges of power burn brightly, but their effects fade all too swiftly at times. Though the initial rush of power lasts but a moment, it is possible with practice to maintain the echoes of power long enough to leave a lasting mark on the battlefield. For each rank of this component, the surge’s effects last an additional round.
Mirage [Stargazer]
[Mote Cost: 4m/rank]
Calling upon the capricious nature of relative light and space, the Mirage component is a powerful defensive measure against those unable to pierce its trickery. The recipient of the surge gains a number of illusory duplicates equal to the number of ranks in this component. These duplicates share her space and mimic her actions, functioning identically to those created by the spell Mirror Image.
Emptiness [Empath, Stargazer]
[Mote Cost: 4m/rank]
Better than most, evokers understand that there are few torments more terrible than loneliness and isolation. This isolation is not only a fitting punishment, but also at times a potent tactic in battle, leading to the inception of the rather brutal component of Emptiness. If one rank of the component is applied, the target of the surge must make a will save or be blinded or deafened, chosen when the illumination of crafted. If two ranks of the component are applied, the target suffers both effects on a failed save.
Promises [Champion, Empath, Stargazer]
[Mote Cost: 4m/rank]
A promise instilled by the power of light is not an easy thing to break, and the powers of a magical girl can give even fiends pause to question their attacks. The target of the illumination must make a will save or be rendered unable to attack a single target of the evoker’s choice for each rank in this effect. This is a mind-affecting effect.
Heartbreak [Empath, Stargazer]
[Mote Cost: 8m]
Among the cruelest and darkest of all illuminations, the component of Heartbreak was born of unspeakable pain and tragedy. Those who wield it knowingly are dangerously close to a long fall into darkness, if indeed they still stand in the light at all. The target of the surge must make a will saving throw or experience a traumatic and ruthlessly focused memory suppression effect, binding all memories of friendship or kindness behind wrought doors of sickly radiance and sending the target into a blind rage of fear and betrayal. The target will spend each turn attacking the nearest creature, and is completely heedless of the difference between friend and foe. If the duration of the illumination is extended, each new round offers the victim of this illumination another opportunity to make a will save and shake off its effects. This is a mind-affecting effect.
__________________
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Re: Tome of Radiance: Mastering the Power of Love and Justice
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
Durable: The armor bonus granted by the magical girl’s costume increases by +2.
Agile: The maximum Dexterity bonus to AC allowed by the magical girl’s costume increases by +1, its armor check penalty decreases by –1, and the magical girl's speed while wearing it increases by 5', up to a maximum of her unencumbered base speed.
Conductive: The Arcane Spell Failure chance of the costume is reduced by 15%.
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
Oversized: The damage die of the evoker’s device increases by one size category.
Precise: The critical range of the evoker’s device expands by one (for example, from 19-20 to 18-20). This improvement stacks with, and is applied after the effects of, the Keen enchantment or the Improved Critical feat.
Brutal: The critical multiplier of the evoker’s device increases by one.
Horizon: The range increment of the evoker’s device increases by 50%. This enhancement may only be applied to a marksman or bolt device.
Blazing: As long as the evoker is holing at least one copy of the device, the she increases the save DCs of her illuminations by 1.
Reach: The evoker’s device gains reach. She may alter her grip on the weapon to shift its functionality and threatened area between that of a reach and that of a standard weapon as a swift action. This enhancement may only be applied to a mighty or versatile device, and may only be applied once.
Empowered: When active, the evoker may add her Charisma or Wisdom modifier (whichever is higher) to her weapon damage rolls. This enhancement may only be applied to a stance, and may only be applied once.
Effortless: The device counts as a light weapon, rather than as a one-handed weapon, for all purposes. This enhancement may only be applied to an implement, marksman, or versatile device, and may only be applied once.
Technical: The device can be used to trip enemies, and grants a +2 bonus on Disarm and Sunder attempts made with it. This enhancement may only be applied to a mighty, implement, stance, or versatile device, and may only be applied once.
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
Enhanced [All Types]
Indisputably the oldest of all costume effects, this simple infusion was born at the dawn of time itself. It has existed, in countless different forms, from the very first time a mortal opened her heart to the light and let it flow through her to shape the world. As such, there is no easily defined ‘default’ manifestation for this effect. It is unique to each individual evoker, bringing her weapon closer to her personal vision of an ideal tool. Blades sharpen, grips tighten, and balance perfects itself until the weapon feels like nothing so much as a flawless extension of its wielder’s own body.
Effect: The evoker’s weapon gains a +1 enhancement bonus, or increases an existing enhancement bonus by +1. This increase is not subject to the normal limit of a +5 enhancement bonus on a magic weapon.
Essence Boost: For every 3m invested in this costume element, the enhancement bonus increases by +1.
Cartridge Boost: When a cartridge is expended to fuel the effect, the evoker may convert any amount of the enhancement bonus granted by this effect into various weapon enchantments. This does not allow the evoker to convert points of enhancement bonus that do not stem from this effect, and she may not reduce the weapon’s total enhancement bonus below +1 by converting it into enchantments. This effect lasts a number of rounds equal to the champion’s Charisma modifier.
Protective [Versatile, Mighty, Stance]
The warriors of light rarely are so fortunate as to do battle on even terms – often, a single protector must do battle against a veritable tide of foes, holding back those who would harm her allies. Said to have been first manifested by a brother and sister defending their town against an invading army, this costume element grants an evoker an uncannily acute perception of her surroundings. Most often, this costume element manifests as a series of multifaceted gemstones or polished mirrors, sparkling with inner light as they passively scan the environment for incoming threats. When infused with motes, this glimmer becomes a constant, steady glow, and sleek lines of data-carrying luminous essence crisscross the weapon’s surface.
Effect: The evoker gains a +2 bonus to attack rolls on attacks of opportunity, and the DC for enemies to tumble through spaces she threatens is increased by +3.
Essence Boost: For every 2m invested in this costume element, the bonus to attacks of opportunity increases by +1, and the bonus to Tumble DCs increases by +2. If at least 8m are invested in this effect, any enemy who leaves a square she threatens provokes an attack of opportunity from the magical girl, even if they are taking a 5’ step or other form of movement that does not normally provoke attacks of opportunity.
Cartridge Boost: When a cartridge is expended to fuel this effect, enemies who enter spaces she threatens provoke attacks of opportunity from the champion. This effect lasts for a number of rounds equal to the champion’s Charisma modifier.
Temporal [Bolt, Versatile, Implement]
Across countless worlds, light and time are inextricably intertwined. The rise and fall of the sun, moon, and stars mark the passage of the sands in the cosmic hourglass. It should come as no surprise then that to those born of the light have a unique association with time – in times of great need, an evoker manifesting this costume element may find themselves granted a reprieve from what most would consider inevitable, turning back their mistakes in search of a perfect moment. This costume element often embeds at least one timepiece on the evoker’s equipment; be it a clock, an hourglass, or even a sundial. When infused with motes, these ornaments spring to life with a whirring of tiny gears and flowing sand, mechanisms ticking along with the march of seconds.
Effect: The evoker may, once per encounter, reroll a single attack roll, damage roll, or opposed skill check. She must accept the result of this new roll, even if it is worse than the original. If she has an evoker level of at least 8, she may use this ability twice per encounter. If she has an evoker level of at least 16, she may use it three times per encounter. If used out of combat, one use of this effect is exhausted until the beginning of the next combat.
Essence Boost: For every 3m invested in this effect when its reroll is expended, the evoker may roll the results an additional time if the initial reroll gives unsatisfactory results. The evoker is not obliged to use all the rerolls available to her, and may accept her roll at any point in the process.
Cartridge Boost: When a cartridge is expended to fuel this effect, the champion gains an additional opportunity to reroll for the present encounter. If this extra reroll is not used within a number of rounds equal to the champion’s Charisma modifier, it is lost.
Resplendent [Implement, Marksman, Stance]
Light, and those who wield it, are quite often the center of attention, like it or not. Their powers are flashy, glamorous, and often relatively unknown to those unfamiliar with the various branches of magic. Some evokers shy from such a role, but many embrace it wholeheartedly, making the battlefield their stage and their powers a personal spotlight. First crafted by such enthusiasts, this gaudy but undeniably effective costume element allows an evoker to house a measure of her personal radiance in her device for later use. This costume effect most commonly manifests by embossing a weapon with precious metals and jewels of incalculable value. When infused with motes, radiant energy seeps from the weapon itself, leaving a shimmering trail of light whenever it is swung.
Effect: The save DC of any illuminations used by the evoker increases by +1.
Essence Boost: By investing motes into this effect, an evoker can store illuminations for later use. Doing so requires a number of motes be invested equal to the cost of the stored illumination. This illumination may be used at any time. Instead of expending motes, using a stored illumination causes all motes to immediately uninvest from this effect, returning to the evoker’s mote pool (despite uninvested motes not normally returning to the mote pool until it refreshes). Unlike with most costume effects, placing motes into this effect requires a full-round action, rather than as part of the swift action that usually allows reallocation of motes into a costume.
Cartridge Boost: When a cartridge is expended to fuel this effect, the champion’s mote pool immediately refreshes, as if at the beginning of a new turn.
Resolved [Bolt, Marksman, Mighty]
Though her inner radiance gives her many powers, there are some foes that magical girls simply cannot effectively harm. They lack the brute strength to cleave through the steely hides of beasts fortified by artifice or arcana, and many of the fiends that make up some of their most persistent foes enjoy innate protection from the blows of any mortal weapon. Despite the grave disadvantages they face, some particularly bold evokers have nonetheless taken up the challenge of hunting such monsters down, learning to temper their resolve into a weapon that can strike down any foe.
Effect: The attacks of the evoker ignore 3 points of damage resistance or hardness, and she gains a +1 bonus on rolls made to confirm critical hits.
Essence Boost: For every 1m invested in this effect, the evoker's attacks bypass an addition point of DR. For every 2m invested in this effect, she gains an additional +1 on rolls to confirm critical hits. If at least 6m is invested in this effect, any creature dealt damage by the evoker's device loses any fast healing or regeneration it might possess for one round.
Cartridge Boost: When a cartridge is expended to fuel this effect, the champion's attacks leave behind a powerful mystical residue that prevents enemies from simply shrugging of their wounds. Targets dealt damage by the evoker's device become unable to receive supernatural healing until this effect wears off. This effect lasts a number of rounds equal to the champion's Charisma modifier.
Costume Effects
Spoiler
Defiant [Heavy Costume]
Long ago, in a city ruled by force and fear, a single girl rose up to wield the light on behalf of her people. Seeing her standing unafraid before his palace, the ruler of the city was infuriated, ordering his legions of guards to execute the girl where she stood. Yet however many dozens of soldiers charged this lone evoker, none could seem to so much as scratch her armor. Her unwavering defiance drove the common folk to rise up as one, and it was not long until evokers across the land had devised costume elements to mimic that which had wrought such a miracle. A costume manifesting this element grows thick and solid, often forming metal plates to protect vital areas and giving even cloth a stiffness and rigidity capable of repelling blows. When infused with motes, the resilience of her armor permeates the evoker’s own body – faint pulses of light can be seen beneath her skin, and strikes against even exposed flesh rebound as if their target were made of living steel.
Effect: The evoker gains DR 1/Magic. Additionally, she gains 25% fortification, giving her a chance to negate any sneak attack or critical hit and force damage to be rolled normally.
Essence Boost: Every 1m invested in this effect increases the granted fortification by 5%. Every 3m invested in this effect increases the granted DR by 2. If at least 12m have been invested in this effect, the damage reduction requires an adamantine weapon to bypass, as well as a magical one.
Cartridge Boost: When a cartridge is expended to fuel this effect, the champion can call upon a mighty surge of bravado and issue a challenge near-impossible to ignore. The evoker designates one target within 60’, which must make a Will saving throw against a DC equal to the save DC of the champion’s Illuminations. Should it succeed, the cartridge is expended, and the effect wasted. Should it fail this saving throw, its mind is overwhelmed by the force of the challenge, and it is considered blinded when attacking any creature other than the champion who triggered this boost. This effect lasts for a number of rounds equal to the champion’s Charisma modifier, or until the champion ends her turn more than 60’ from her target, whichever comes first.
Nimble [Light, Medium]
Light is not simply ‘fast’. It is, by the measurements of most sages, the very benchmark by which all other speed is measured. It travels at rates mortals simply cannot comprehend, traversing the endless expanses of emptiness between sun, moon, stars, and the worlds of mortals far below. This costume effect seeks to tap a tiny portion of that swiftness and freedom, letting its wearer dance across the battlefield like the light she wields. In most cases, this effect modifies a costume to be sleeker and more aerodynamic: excess material is cut away, and that which remains hugs close to its wearer’s body. When infused with motes, this progresses dramatically, and this costume effect has gained a degree of infamy in some circles for the enthusiasm with which some evokers designate portions of their attire as ‘excess’.
Effect: The evoker gains a +5 bonus to Jump, Swim, Climb, Tumble, and Balance checks. Additionally, she does not suffer any reduction to speed from wearing armor or carrying a medium or heavy load. All other penalties of being overburdened still apply, and she is still incapable of carrying more than her maximum load.
Essence Boost: For every 3m invested in this effect, the evoker’s base land speed increases by 10 feet.
Cartridge Boost: When a cartridge is expended to fuel this effect, the champion may teleport a distance up to three times her highest movement speed. She must be able to trace a viable movement path from her initial location to her destination. In this movement, she may pass through enemies, difficult terrain, and any space large enough to squeeze through without hindrance, but cannot penetrate solid matter. This is an instantaneous effect.
Primal [Light, Medium, Heavy]
Many evokers feel a strong connection with an aspect of nature, particularly in its purest and most primal forms. Those who take this connection beyond mere idle admiration often manifest this costume element, imbuing themselves with the power of the building blocks of creation itself. These evokers often develop an iconic association with their favored element, inexorably linking themselves to it in the public eye. This element most often manifests by shifting the color scheme and design of the costume to a palette associated with the chosen element. When infused with motes, the costume often begins to manifest direct incarnations of the chosen element – crystalline spikes of ice, a cloak of flame, or a softly dripping sheen of caustic acid.
Effect: Upon manifesting this costume element, the evoker must choose an energy type (Acid, Cold, Electricity, Fire, or Sonic). She gains Resist 5 to that energy type. Additionally, whenever she deals damage of that type using an illumination, that illumination deals an additional +1 damage per die.
Essence Boost: For every 2m invested in this effect, the resistance to the chosen energy increases by 5. For every 6m invested in this effect, the boost to illuminations dealing damage of the chosen element increases by +1.
Cartridge Boost: When a cartridge is expended to fuel this effect, elemental essence surges throughout the champion’s body, letting her draw power from the element she exemplifies. For each point of energy damage she resists with this ability, the champion restores 2 HP. This effect lasts for a number of rounds equal to the champion’s Charisma modifier.
Subtle [Light Costume]
For all the glory and wonder of the light, sometimes its children must by necessity walk in places without it. Even in the shadows, however, light turns to the aid of a magical girl, bending around her and shielding her from the sight of those from whom she wishes to stay hidden. Though this costume effect is frowned upon by some evokers as duplicitous and underhanded, there are many who favor it - and the chance to avoid violence that it represents. This effect most commonly manifests as a subdued palette of environmental hues, lightweight material extending to cover as much of the evoker's body as possible with the unobtrusive designs. When infused with motes, the patterns of the costume begin to shift and shimmer, actively changing hue to better blend with the environment.
Effect: The evoker gains a +3 bonus to Hide and Move Silently checks.
Essence Boost: For every 3m invested in this effect, the bonus to Hide and Move Silently checks increases by +2. If at least 9m is invested in this effect, the evoker may move up to her normal speed without incurring penalties on hide or move silently checks. If at least 15m have been invested in this effect, she may attempt to hide even while being observed.
Cartridge Boost: When a cartridge is expended to fuel this effect, light itself ignores the champion's presence, passing through her without a trace. She becomes invisible for a number of rounds equal to her Charisma modifier. Attacking does not break the invisibility, but it reduces the remaining duration by one round. Only one round may lost from the duration of this effect each turn, regardless of how many attacks are made.
Warded [Light, Medium, Heavy]
Some students of more refined forms of mysticism have an unfortunate tendency to glare down their oft-bespectacled noses at magical girls. Like warlocks, more than a few face prejudice for the fact their their powers are not 'real' magic. Most magical girls laugh off such nonsensical accusations with hardly a thought, but at least one took the time to devise a costume element to show those snooty magi what-for. While modern magical girls may not approve of the sentiment of petty revenge, many still pay thanks for the astoundingly useful effect devised in its pursuit. This costume element most frequently manifests as a display of intricate runic embroidery - often this is meaningless gibberish, but some magical girls make an effort to give their designs some measure of coherence. When infused with motes, these runes gleam brightly with an inner power, and the magical girl can be seen to be surrounded by a nearly invisible crystalline barrier, occasionally glinting with polychromatic light.
Effect: The evoker gains Spell Resistance 10 and Power Resistance 10.
Essence Boost: For every 4m invested in this effect, the SR and PR each increase by 5.
Cartridge Boost: When the evoker's SR or PR successfully blocks a spell or power, she may expend a cartridge as an immediate action to turn it back upon its caster. A spell or power reversed in this manner retains all its original parameters - only the target changes. This cartridge effect can only be triggered in retaliation to effects that target the evoker.
Weightless [Light, Medium, Heavy]
None can say for certain where or by whom this costume element was devised. Perhaps it was a cunning soldier, recognizing the advantages that came with a vantage high above the battlefield. Perhaps it was an explorer, wondering what mysteries lay just out of reach for those who walked the earth below. Or perhaps it was simply an idle dreamer, caught up in a whim to fly like the birds and taste the freedom of the skies. Whatever its origin, it has since been applied to every purpose imaginable, as one of the most popular and practical powers any evoker can manifest. The Weightless effect tends to add ribbons, tassels, and long, flowing cuts of cloth to a costume, whirling about with the evoker’s movements. When infused with motes, the entire costume seems to float untouched by gravity, and to billow softly in a wind no others can feel.
Effect: The evoker gains a fly speed equal to her base land speed, with clumsy maneuverability. However, this flight is exceedingly short-lived, and the evoker must end any movement on solid ground or fall immediately.
Essence Boost: For every 2m invested in this effect, the maneuverability of the evoker increases by one step, to a maximum of Perfect. If at least 6m are invested in this effect, the evoker no longer needs to end her turn on solid ground, and may fly and hover freely (even if her maneuverability is not good enough to hover under normal circumstances). If at least 12m have been invested in this effect, the evoker’s flight speed doubles.
Cartridge Boost: When a cartridge is expended to fuel this effect, the champion’s costume is empowered to the point where it can rid her not only of weight, but of mass as well. Until the end of her turn, the champion becomes Incorporeal, gaining all the effects and penalties associated with that subtype. This effect lasts for a number of rounds equal to the champion’s Charisma modifier, but is only active during her own turns.
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Lovely Rita Mordio avatar by Zefir! Thank you!
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
Extra Enhancement Through regular tinkering and an unusually close spiritual bond, you have coaxed additional potential out of your radiant armaments.
Prerequisites: Radiant Armaments class feature Benefit: You may select a single Enhanced Armaments effect to apply to your costume or device. Special: This feat can be taken multiple times. Its effects stack.
Mortal Miracle Even against the most terrible of blows, against wounds that by all rights ought to be fatal, you find the reasons and willpower to stubbornly cling to life.
Prerequisites: Must possess a mote pool Benefit: When you would die as a result of hit point damage, so long as you have at least one point in your mote pool, you may instead trigger this feat. Doing so instantly reduces your mote pool to 0, nullifies the damage that killed you, sets your hit point total to -9, and automatically stabilizes you. After triggering this feat, your mote pool will not refresh for one minute.
Practiced Evoker Your studies in other subjects have not led you to neglect your inner radiance. It may not be the sole focus of your training, but your luminous spirit burns bright as ever.
Prerequisites: Illuminations class feature Benefit: Your evoker level increases by two, up to a maximum of your HD. Special: You may take this feat multiple times. Its effects stack.
Radiant Arsenal Most magical girls wield a single suit of resplendent equipment, but for you, such limits are unwelcome. You have called forth from your spirit additional tools, honing your skills with wide and varied armaments of light so as to be ready for any eventuality.
Prerequisites: Radiant Armaments class feature Benefit: You gain an additional device, or an additional costume. This extra device or costume benefits from the same number of enhanced armaments effects as your original device or costume, but its archetype may be selected from any of those available to an evoker class you select, and its enhanced armament effects need not be allocated in the same manner as the original. You may still only manifest a single device and a single costume at any given time - you select which one you wish to manifest when summoning your armaments. Special: You may take this feat multiple times. You may select a new device or costume each time. Special: You may qualify for feats that require a specific archetype of device using the archetype of any device you own, but you only gain the benefits of such feats when actually wielding a suitable device.
Lightforge Feats
Spoiler
Twinned Device [Lightforge] The device of a magical girl is no simple hunk of metal - it is an idea, an infinite concept. You have realized this. And you have realized that so long as you hold your device, you have access to all the weapons you could ever need.
Prerequisites: Radiant Armaments class feature, must possess a Marksman, Implement, or Versatile device Benefit: You gain a second device, identical in every way to your first. Any Enhanced Armaments effects, costume effects, or enchantments applied to your device apply to both weapons.
For every 3m invested in this feat, you gain an additional copy of your device. You may wield these copies if you have the hands to wield them all - weapons beyond your capacity to hold simply hang in the air beside you, guided by your will and radiant power. Weapons that you do not or cannot wield are still capable of aiding in your attacks: whenever you take a full attack action, enemies within the reach of your device (for a melee device) or within 10' of your target (for a ranged device) take damage equal to [device's base damage * number of floating devices]. A successful reflex save halves this damage.
Blazing Aegis [Lightforge] Such is your resolve to protect - protect your friends, your family, your home, or perhaps simply protect yourself and live a life worth living - that you have called it forth in physical form as a mighty ward against danger.
Prerequisites: Radiant Armaments class feature, must possess a Marksman or Versatile device Benefit: When summoning your device, or retrieving it from storage form, you may simultaneously conjure a radiant shield in your off-hand. The shield grants a +1 shield bonus to AC. You may still carry other items in your shield hand, but you may not wield a weapon with it. Your radiant shield can be enchanted normally, but you must be present throughout the entire enchantment process.
For every 3m invested in this feat, the shield bonus granted by your shield increases by +1. If at least 3m are invested in this effect, adjacent allies gain a shield bonus to AC equal to the bonus granted by your radiant shield.
Soulbond Feats
Spoiler
Craft Soulbond [Soulbond] Tapping into a deep, primordial wellspring of empathy and emotion, you are capable of connecting to those closest to you on a level unmatched in all the realms of gods and mortals.
Benefit: In a ritual requiring eight hours of joint meditation, you and a single other individual with this feat may forge a powerful emotional link known as a Soulbond. This serves as the foundation of further soulbond feats, and provides the following bonuses:
You may communicate telepathically with your soulbound partner whenever they are within 100 feet.
You gain a +2 bonus to will saving throws against mind-affecting effects while your partner is within 100 feet.
You gain a +4 bonus to Sense Motive checks targeting your soulbound partner for each soulbond feat you possess (including this one).
Guardian's Grace
Spoiler
Over My Dead Body [Soulbond] With a practiced coordination honed by your intimate insight into your partner's defenses, you can interpose yourself to protect them from an enemy's assault.
Prerequisites: Craft Soulbond, Combat Reflexes Benefit: Whenever your partner is targeted with an attack and is adjacent to you, before the attack is rolled, you may force the attack to target you instead. The attack then resolves normally against you, and you take a -4 penalty to AC against it. Using this ability is a free action that consumes one of your attacks of opportunity for the round. You may not use this ability if you have no attacks of opportunity remaining.
Tenacious Bond [Soulbond] The sight of your partner, battered and harried by her foes, lends you new resolve to carry on in your struggle.
Prerequisites: Over My Dead Body Benefit: When your partner is within range of your telepathic link and is reduced to a value below 50% of her maximum health by a hostile damage source, you gain DR/- equal to one half your HD, which stacks with any other DR you may possess. This DR/- lasts for one minute, regardless of your partner's condition after this effect triggers.
Unyielding Hearts [Soulbond] Such is your willpower and devotion that when death itself would steal away your partner, you are able to shoulder the burden of life and beat your two hearts as one.
Prerequisites: Tenacious Bond Benefit: So long as you are conscious and within range of your telepathic link with your partner, they automatically succeed at any stabilization checks they make make to avoid bleeding out. Additionally, if your partner's health drops below their death threshold (-10, for most creatures), you may attempt to stave off their demise, pouring your own vital energy into your soulbond to sustain their fading spark of life. Each round you continue to sustain your partner, at the beginning of your turn, you take nonlethal damage equal to the amount by which your partner's damage exceeds their death threshold (for example, if your partner has a death threshold of -10 and has been reduced to -23 hp by an enemy's attack, you will take 13 nonlethal damage at the beginning of each of your turns). This damage may be reduced by damage reduction as if it were untyped physical damage. If you are immune to nonlethal damage, you are dealt lethal damage instead. If you fall unconscious, or drop below 0 HP for any reason, you immediately cease sustaining your partner.
Helping Hand
Spoiler
Practiced Partnership [Soulbond] More than mere cooperation, when you and your partner work together on a project, you pool your talents into something far greater than the sum of its parts.
Prerequisites: Craft Soulbond, Skill Focus (Any) Benefit: Whenever your partner successfully assists you with Aid Another, you gain a morale bonus to the check equal to one half your HD, rounded down, to a minimum of a +1 bonus. This bonus is in addition to the normal bonus granted by Aid Another.
Unified Discipline [Soulbond] Having watched them do what they do so many times, your partner's abilities are in some ways as familiar to you as your own. With a bit of on-the-spot tutoring, you can follow their lead with uncanny precision.
Prerequisites: Practiced Partnership Benefit: Whenever you are within range of your telepathic link with your partner and make a skill check with a skill in which your partner has more ranks than you, you may use your partner's skill ranks to calculate your bonus for the check.
Catch Me Failing [Soulbond] Everyone botches up once in a while - that's a fact of life. You've picked up a particular knack for sensing when your partner is at her weakest, and know just when to step in to avert potential disaster.
Prerequisites: Unified Discipline Benefit: Whenever you are within range of your telepathic link with your partner and your partner fails a skill check, you may immediately make an identical skill check, using your own bonuses. Your partner chooses whether to use their own result or yours, but must choose before you roll your check. If your partner possesses this feat as well, skill checks granted by this feat are not valid targets for this ability.
Heart's Whisper
Spoiler
Distant Bond [Soulbond] The mystical energies of your soulbond are far stronger than those of most such links, bearing thoughts and feelings over vast distances.
Prerequisites: Craft Soulbond Benefit: The range of your soulbond telepathy increases to one mile. Additionally, whenever you are within range of your telepathic link with your partner, you may draw upon one or more of your partner's senses (Sight, Hearing, Smell, Taste, and/or Touch) in place of your own. Activating or deactivating this ability is a swift action. Doing so allows you to flawlessly perceive everything your partner does through the chosen senses, though your own corresponding senses are nonfunctional until you deactivate this ability.
Traveler's Spirit [Soulbond] Your essence can extend far from your physical body, guided by the beacon of your resplendent soulbond.
Prerequisites: Distant Bond Benefit: The range of your soulbond telepathy increases to an arbitrary physical distance - so long as you and your partner are on the same plane, you are considered to be within range of one another. Additionally, for the purposes of targeting your partner, any spell or ability with a range of Touch may be treated as if it had a range of Short instead. Abilities with ranges greater than Touch instead have their normal range doubled for this purpose, and you are always aware of the physical and mental status of your partner (including their health and any positive or negative conditions currently afflicting them).
Where the Heart Is [Soulbond] The primordial link you share with your partner roils with unmatched quantities of energy - it is a bond that pierces the boundaries of planes and ensures that neither of you is ever truly alone.
Prerequisites: Traveler's Spirit Benefit: The range of your soulbond telepathy now spans the planes - so long as no effect is actively blocking your communication, you are always considered to be within range of your partner. Additionally, whenever your ally benefits from a morale, insight, luck, sacred, profane, or competence bonus, you receive an identical bonus. Whenever your partner would suffer a morale, insight, luck, sacred, profane, or competence penalty, you may take some or all of this penalty upon yourself instead, reducing the penalty inflicted on your partner by an equivalent amount. This choice can only be made when a penalty is first inflicted - once it is in place, you may no longer transfer penalties to yourself. Your borrowed penalty shares its duration with the original penalty
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
Freedom (DC -5): The captive is free to leave at any time, and is detained neither by threats nor physical force. The magical girl may attempt to convince her captive to stay of its own volition, but to qualify for this modifier it cannot be coerced into doing so.
Exceptional Treatment (DC -3): The captive is being treated more as an honored guest than as a prisoner. The prisoner is given a reasonably large space to roam with little to no interference from guards (usually at least the size of a modest home), and has recreational options, comfortable sleeping arrangements, quality meals, and (to a reasonable extent) privacy when they wish it.
Gift (DC -3): The captive is presented with a gift of some significant personal value to them. A magical girl does not receive this modifier for simply throwing wealth at a captive - the gift must be something with genuine meaning, such as returning a keepsake or arranging for a visit from a friend or loved one.
Lingering Bond (DC -3): The captive knew the magical girl before being captured, and at one point in the past had an attitude of at least Friendly towards her. If the bond was exceptionally strong, such as that of lovers or lifelong friends and companions, this modifier may be increased at the DM's discretion.
Following Footsteps (DC -3): The magical girl has called upon the testimony of one of the captive's former allies whom she has already brought to her own alignment through use of the Power of Friendship.
Rescue (DC -3): The magical girl saved the captive from some terrible fate. Some villainous employers of great brutality and little intellect make this quite easy through the implementation of extraordinarily and unnecessarily harsh punishments for failure.
Persuasion (DC -2): While most of a magical girl's techniques involve much more subtle befriending and empathizing, there is a place in the process for forthright discussion of the captive's future options - and why turning away from darkness serves them far better than escaping back to it. This requires a successful Diplomacy check with a DC equal to [15 + the captive's HD], though the magical girl need not be the one to make the check. Whether it succeeds or fails, such a check can only be made once - on a success it applies its DC modifier to all future redemption checks made against the captive.
Jaded (DC +1): In time, even the most heartfelt arguments grow stale, and correcting a misstep can interfere with a magical girl's primary goal. This is a cumulative penalty applied once for each failure on the redemption check, regardless of the failure's magnitude. Accumulated DC boosts from Jaded are wiped away if the magical girl fails a redemption check by 10 or more, as she must essentially begin the process anew when she returns after such a dismal failure.
Fear (DC +3): The captive is aware of allies slain or abused by the magical girl. Fear is a powerful driver towards obedience, but it stands in the way of genuine redemption
Harsh Captivity (DC +3): Highly intrusive measures have been taken to ensure that the captive remains secure. Continual bindings, confinement to an extremely small living space, or a refusal to even limited quantities of time free of surveillance can all apply this modifier.
Ulterior Motives (DC +3): The magical girl or her allies have attempted (successfully or not) to extract some manner of service from the captive. While interrogations or favors asked of a captive can prove quite useful, particularly if the magical girl has reached moderately good terms with them, such requests can cause a captive to question the veracity of the proffered 'friendship'.
Lingering Ire (DC +3): The captive knew the magical girl before being captured, and has reason to dislike or mistrust her personally for reasons beyond simply being an enemy combatant.
Aligned Essence (DC +5): The creature has an alignment subtype. Such beings are innately tied to their moral code, and swaying them requires truly extraordinary efforts.
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Lovely Rita Mordio avatar by Zefir! Thank you!
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.
Re: Tome of Radiance: Mastering the Power of Love and Justice
Alternate Class Features
Barbarian
Spoiler
Radiant Eruption When you rage, you draw strength not from bulging muscles and surging adrenaline, but from a roiling pool of inner light. You have no formal training in tapping this power, but your wild passion gives it a strength all its own.
Class: Barbarian Level: 1st Replaces: If you select this class feature, you do not gain the Rage, Greater Rage, Tireless Rage, or Mighty Rage class features. Benefit: Once per day, the character may manifest a radiant eruption as a free action. She gains no passive benefits from being in a radiant fury, but upon entering, she gains a temporary mote pool equal to [her barbarian level * 3]. These motes do not refresh. Once per round, as a free action that may only be taken on her turn, she may use a special surge illumination as a free action. She may craft three such surges at 1st level, and an additional surge at 4th level, and every four levels thereafter. The maximum mote cost of these surges is equal to her barbarian level, and they may be re-crafted whenever she gains a level in barbarian. All surges crafted through this class feature must possess the Awakening surge component, but the character may select any foundation or secondary components she wishes, without regard to class restrictions. The character's evoker stat for these surges is charisma.
A radiant eruption lasts for a number of rounds equal to [3 + the character's Charisma modifier]. The character may prematurely end a radiant eruption. At the end of the radiant eruption, the character is fatigued until she takes one minute to rest and regain her senses - she cannot manifest a radiant eruption while fatigued.
At 4th level, and every four levels thereafter, the character may manifest a radiant eruption one additional time per day. At 17th level, the character no longer becomes fatigued at the end of a radiant eruption. For all purposes related to this ability, levels in any prestige class that grants additional daily uses of rage count as barbarian levels. Further, the character may qualify for prestige classes as if she possessed the rage ability.
Bard
Spoiler
Power of Friendship With your natural charm and ability to rouse emotion in others, you make friends easily - even when performing to a crowd, you have a way of leaving a lasting mark on people.
Class: Bard Level: 1st Replaces: If you select this class feature, you do not gain the Fascinate, Suggestion, or Mass Suggestion class features. Benefit: The character is capable of swaying the alignment of captured foes, as described in the Power of Friendship section.
Additionally, she may attempt to use her Power of Friendship on an entire crowd of individuals who have watched her perform for at least one hour. She does not benefit from any standard DC increase or reduction from Power of Friendship modifiers, but may use her Perform check for the performance (checked individually against the DC of each member of the crowd, based on their HD) to gain the benefit of the Persuasion modifier. The character makes a single Charisma check, matching it against the DC of each audience member to determine whether she has accumulated a success towards shifting that individual's alignment.
Beginning at 10th level, the character may imbue a performance in which she uses her Power of Friendship with a Suggestion, as the spell, to attend another of her performances. The date and time of the next performance may be set at any point in the following week - this replaces the standard duration of a Suggestion effect. The location must be the same location in which the character gave the performance with she delivers this suggestion. Only creatures against whom the character has accumulated at least one success towards redemption may be affected by this Suggestion. The suggestion may be ignored with a successful Will save of [10 + 1/2 Bard level + Charisma Modifier].
Monk
Spoiler
Luminous Spirit Evokers rely on clumsy costumes for protection and power, but through discipline and rigorous honing of your Ki, you have found the truth - the light resides within you, and you need no flimsy artifact of steel and cloth to channel it.
Class: Monk Level: 1st Replaces: If you select this class feature, you do not gain the monk's 1st or 6th level bonus feats, or the Abundant Step or Quivering Palm class features. Benefit: The character attains mastery of a combat stance which mimics the power of one of the costume or device effects available to an evoker. The character may master any two costume or device effects, regardless of normal device or costume type restrictions - as a swift action, she may activate any one of her mastered effects, benefiting as if she had invested a number of motes in the effect equal to her monk level. For the purpose of device effects, the character treats any monk weapon she is wielding as her device, as well as her unarmed strikes. The character may maintain this effect indefinitely and without effort so long as she is conscious, and may switch to the effects of a different costume or device effect she has mastered as a swift action.
At 6th, 12th, and 15th levels, the character masters an additional costume or device effect.
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Re: Tome of Radiance: Mastering the Power of Love and Justice
Changelog
10/18/12: Assorted Tweaks and Edits
Spoiler
Illuminations now have a hardcapped limit
Blasts, Barriers, and Surges now all have an innate cost of 0m.
Illuminations as a whole have gained a restriction that they cannot be crafted with a cost less than 1m.
Shape tag reminders have been condensed and moved into the general illumination description.
Most of the AoE Blast augments have had their mote cost reduced. Storm and Eruption now cost 2m, and Explosion costs 1m.
Clarified that the Assault augmentation targets normal AC, not touch AC.
Sharpshooting has had its mote cost cut from 4m to 2m. Also, Sharpshooting has had its effect tweaked to key off HD rather than EL.
Beam blast shape added.
Added the Split blast shape
Added the Reactive and Sundering effects
Barriers no longer have a base effect.
Added in a clarification on barriers - namely, that, unless otherwise specified, effects referring to the edge of a barrier are two-way and indiscriminate.
Vitality now 1m:2THP, rather than 1m:3THP.
Clarified that Borders barriers do not possess an interior.
Slightly buffed the surge of Diamonds (to 2m:DR3)
Clarified auras.
Heartbreak and Promises have been clarified as mind-affecting.
Promises buffed to scale with ranks.
Champion now has weapon and armor proficiencies.
10/19/12: Minor Tweaks
Spoiler
The restriction on illumination use has been relaxed slightly to EL motes per type per round, allowing multiple lesser illuminations (and giving a few ways around the restriction, notably Resplendent, which lets you use an illumination without spending motes).
Protective costume element wording changed.
Beam is now a Shape, as it should be.
Horizons has been clarified to not increase the affected area if combined with a shape.
Costumes and Devices now properly count as masterwork. Costumes have been specified as light and heavy armor.
10/20/12: Power of Friendship Rework
Spoiler
The Power of Friendship now functions significantly differently, placing significantly more emphasis on the nature of a magical girl's relation and interaction with her prisoner. It is, I will admit, a more difficult process than that presented by the BoED. That said, BoED redemption is comically easy, to the point where failure is nearly impossible for even a modestly diplomacy-focused character. Power of Friendship still has very good odds, but it at least asks some thought of how one deals with a captive.
Champions can now challenge a captive to an even duel to accelerate/supplement their Power of Friendship. Nothing makes friends faster than a good tussle. The other evokers will have their own bonuses, and once I get into Character Options I'll likely include variants for some of the more social outside classes as well.
Champions can now cancel their cartridge effects (as a free action). This is likely situational, but the discussion of Weightless' downside showcased how useful it might be to cancel some effects early.
10/25/12: Zodiac Introduced!
Spoiler
Zodiac base class added! Call upon the ancient radiance of the stars above, and blow things to smithereens with illuminations! Combining a wild-surge-like EL booster, a reservoir to help ease the strain on her per-turn mote pool, and a number of handy uses for a sharp mind, the master of radiant refinement is here!
Illumination augments are now organized in a superior manner. Hopefully this should make it easier to browse and fill one's mote budget.
Added the Radiance, Sanctity, and Courage barrier augmentations! Slowly, but surely, the list grows.
Added the Illuminations and Multiple Evoker Levels sidebar to the Illuminations section. This should clear this up a smidgen.
Cartridges have been clarified somewhat in the champion's description. Hopefully this will clear up a measure of confusion, and prevent shenanigains regarding cartridge trading.
The Power augmentation no longer exists. Upon deliberation whether to buff it or nullify it, I went with the latter. Buffing would have created a dichotomy between power and snazzy effects that I hope to avoid as much as possible with Blasts.
11/15/12: Miscellaneous Tweaks, New Barriers
Spoiler
Assorted formatting and wording tweaks to make the classes less ambiguous and easier on the eyes.
Zodiac now gains Scribe Scroll as a bonus feat when she gains her Radiant Schemata class feature.
Zodiac capstone now protects all (Su) abilities granted by the class.
The Ancients barrier augmentation now costs 3m/rank, down from 4m/rank. Further, Champions may make use of it along with the other classes.
Added the Returning barrier augmentation.
Added the Silence barrier augmentation.
The Prism blast effect now allows elements to be set on preparation, rather than crafting.
Clarified that Radiant Armaments don't wink out in an AMF - though costume effects do.
11/17/12: Nerfs, Enhanced Armaments expansion
Spoiler
Twinned Device no longer provides the means to wield all the extra weapons you summon.
Volatile is no longer a WMD.
Extra Enhancement feat added.
Conduit added as an Enhanced Armaments option for costumes.
Effortless added as an Enhanced Armaments option for devices.
Technical added as an Enhanced Armaments option for devices.
Blazing added as an Enhanced Armaments option for devices.
11/18/12: New Costume Effects, Illumination tweaks
Spoiler
Subtle costume effect added.
Warded costume effect added.
Beam and Storms are now 1m augmentations, and offer less range per rank and slightly slower damage decay.
11/26/12: Illumination Workshop Overhaul
Spoiler
Changed the way illuminations are put together! The new system is slightly more restrictive, but it will make it a lot easier to make new effects in the long run, and makes assembling illuminations a little more intuitive.
Added several illuminations, renamed a few, and edited a healthy majority to some small extent. I recommend that you view the list of components as an entirely new entity in its new usage context.
The Radiant Armaments class feature now innately grants a single Enhanced Armaments effect on aquisition.
Minor clarifications.
02/07/13: Empath Introduced!
Spoiler
Empath Base Class added!
04/08/13: New Blast Components!
Spoiler
Demolitions Blast Foundation added!
Flare Blast Foundation added!
Bomb Blast Shape added!
Imbue Blast Shape added!
Beam Blast Shape now allows for wide beams!
04/09/13: Valkyrie added!
Spoiler
Valkyrie PrC added!
Assorted illumination component tinkering
05/01/13: Dire Radiance Illumination Components!
Spoiler
Added the Vile Blast Secondary Component!
Added the Consumption Surge Foundation!
Added the Isolation Surge Foundation!
05/02/13: Redeemer of Nine added!
Spoiler
Redeemer of Nine PrC added!
05/03/13: More Dire Radiance Illumination Components!
Spoiler
Added the Carnage Barrier Foundation!
Added the Smiting Surge Shape!
05/06/13: Night Devil added!
Spoiler
Night Devil PrC added! (Contributed by Draken)
05/08/13: Radiant ACFs added!
Spoiler
Radiant Eruption Alternate Class Feature added!
Power of Friendship Alternate Class Feature added!
Luminous Spirit Alternate Class Feature added!
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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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Quotes
Spoiler
Quote:
Originally Posted by GFawkes
You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
Quote:
Originally Posted by blackwind1kaze
good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:
Re: Tome of Radiance: Mastering the Power of Love and Justice
Quote:
Originally Posted by EdroGrimshell
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.
Quote:
Originally Posted by ZeroNumerous
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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Re: Tome of Radiance: Mastering the Power of Love and Justice
Hmm.... I think I'll have to wait for the character options post in order to properly render Umiko as a Champion. Looking forward to all the stuff though!
Quote:
Originally Posted by ZeroNumerous
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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Re: Tome of Radiance: Mastering the Power of Love and Justice
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?
Re: Tome of Radiance: Mastering the Power of Love and Justice
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:
Quote:
Originally Posted by Selinia
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.
Wind to thy wings
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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.
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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Quote:
Originally Posted by Tiki Snakes
Finding out that the ennui and cynicism of our times is not, after all, an unavoidable unreverseable fate does kind of throw your world-view off, potentially.
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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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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Quote:
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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!
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.
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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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.
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
Quote:
The greater good can often only be accomplished by the darkest deeds.
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Re: Tome of Radiance: Mastering the Power of Love and Justice
Quote:
Originally Posted by Selinia
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.
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?