Merlion
First Post
Divine spellcasters and Paladins arent the only ones who choose to devote themselves to a cause. Some Mages feel compelled to use their great powers in the service of Good, and they seek out powerful celestials to teach them the secrets of holy power. These mages become Sorcerers of Light.
Requirements:
Skills: Knowledge (The Planes) 4 ranks, Spellcraft 10 ranks
Feats: Iron Will, Spell Focus (Conjuration)
Spells: Ability to cast 4th level Arcane spells, including protection from evil, magic circle against evil and at least one summon spell.
Alignment: Any good
Special: Must make peaceful contact with an Outsider of the Good subtype
BAB, Saves, Skills, Hit Die:As Wizard
Spellcasting: Levels 2, 3 and 4 advance spellcasting. Levels 1 and 5 do not.
Aura of Good: As a Paladin.
1st level: Holy Magic: At First level, the Sorcerer of Light gains access to the following spells:
1st level: Detect Evil
2nd level: Align Weapon (Good only)
3rd level: Searing Light
4th level: Holy Smite
5th level: Dispel Evil, Hallow
6th level:
7th level: Holy Word
8th level: Holy Aura
9th level:
The Sorcerer of Light must learn/prepare/cast these spells as normal. They are considered Arcane spells for him. Additionally, any spell he casts against an evil being recieves a +1 sacred bonus to saving throw DC.
2nd level: Agents of Light: At 2nd level, the Sorcerer of Light is treated as having the Augment Summoning feat whenever he summons a good-aligned being.
3rd level: Sacred Aura: At 3rd level, the Sorcerer of Light gains a +2 sacred bonus to armor class and saving throws against the attacks of evil beings. He is perptually surrounded by a white light that cannot be extinguished. Because of this, he does not recieve the benefit of concealment due to darkness, fog or similiar obstructions. Illusion-based concealment, such as a Blur spell, functions normally.
4th level: Dispel Evil: at 4th level, the Sorcerer of Light recieves a +2 sacred bonus to dispel checks against evil spells or spells cast by evil beings, and a +2 Sacred bonus to caster level checks to overcome the Spell resistance of evil beings.
5th level: Master of Light: At 5th level, the Sorcerer of Light transends their mortal form and becomes a magical being. His type changes to Outsider (Native), and he gains Damage reduction 5/evil
The abilities are pretty powerful some of em...but your taking 2 lousy feats, and losing 2 caster levels for them. Tell me what you think.
Requirements:
Skills: Knowledge (The Planes) 4 ranks, Spellcraft 10 ranks
Feats: Iron Will, Spell Focus (Conjuration)
Spells: Ability to cast 4th level Arcane spells, including protection from evil, magic circle against evil and at least one summon spell.
Alignment: Any good
Special: Must make peaceful contact with an Outsider of the Good subtype
BAB, Saves, Skills, Hit Die:As Wizard
Spellcasting: Levels 2, 3 and 4 advance spellcasting. Levels 1 and 5 do not.
Aura of Good: As a Paladin.
1st level: Holy Magic: At First level, the Sorcerer of Light gains access to the following spells:
1st level: Detect Evil
2nd level: Align Weapon (Good only)
3rd level: Searing Light
4th level: Holy Smite
5th level: Dispel Evil, Hallow
6th level:
7th level: Holy Word
8th level: Holy Aura
9th level:
The Sorcerer of Light must learn/prepare/cast these spells as normal. They are considered Arcane spells for him. Additionally, any spell he casts against an evil being recieves a +1 sacred bonus to saving throw DC.
2nd level: Agents of Light: At 2nd level, the Sorcerer of Light is treated as having the Augment Summoning feat whenever he summons a good-aligned being.
3rd level: Sacred Aura: At 3rd level, the Sorcerer of Light gains a +2 sacred bonus to armor class and saving throws against the attacks of evil beings. He is perptually surrounded by a white light that cannot be extinguished. Because of this, he does not recieve the benefit of concealment due to darkness, fog or similiar obstructions. Illusion-based concealment, such as a Blur spell, functions normally.
4th level: Dispel Evil: at 4th level, the Sorcerer of Light recieves a +2 sacred bonus to dispel checks against evil spells or spells cast by evil beings, and a +2 Sacred bonus to caster level checks to overcome the Spell resistance of evil beings.
5th level: Master of Light: At 5th level, the Sorcerer of Light transends their mortal form and becomes a magical being. His type changes to Outsider (Native), and he gains Damage reduction 5/evil
The abilities are pretty powerful some of em...but your taking 2 lousy feats, and losing 2 caster levels for them. Tell me what you think.