This quote
inspired me to post this guy....
The Light Worker/ Warlock
Alignment: Good or Evil.
Hit Die: d8.
Class Skills: The Light Worker class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int).
Armor and Weapon Proficiency; Light Workers are proficient with all simple weapons. Light Workers are proficient with light armor and with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.
TABLE: The Light Worker
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
----- ------------ ---- ---- ---- -------
1 +0 +2 +0 +2 Channeling
2 +1 +3 +0 +3 Bonus Feat
3 +2 +3 +1 +3
4 +3 +4 +1 +4 Bonus Feat
5 +3 +4 +1 +4 Bonus Feat
6 +4 +5 +2 +5
7 +5 +5 +2 +5 Bonus Feat
8 +6/+1 +6 +2 +6 Bonus Feat
9 +6/+1 +6 +3 +6
10 +7/+2 +7 +3 +7 Bonus Feat
11 +8/+3 +7 +3 +7 Bonus Feat
12 +9/+4 +8 +4 +8
13 +9/+4 +8 +4 +8 Bonus Feat
14 +10/+5 +9 +4 +9 Bonus Feat
15 +11/+6/+1 +9 +5 +9
16 +12/+7/+2 +10 +5 +10 Bonus Feat
17 +12/+7/+2 +10 +5 +10 Bonus Feat
18 +13/+8/+3 +11 +6 +11
19 +14/+9/+4 +11 +6 +11 Bonus Feat
20 +15/+10/+5 +12 +6 +12 Bonus Feat
At First Level a Warlock or Light Worker gains a number of Ways (Bonus Channeling Feats )equal to Wisdom Bonus +1. Bonus ways are gained at level 2, 4, 5, 7, 8, 10, 11. 13. 14, 16, 17, 19, and 20
A Light Worker or A Warlock may use his ways a number of times per day equal to three plus his Charisma modifier.
Bonus Languages: A Light Worker or a Warlock’s list of bonus languages includes Celestial or Abyssal in addition to the bonus languages available to the character because of his race.
Bonus Feats: A Light Worker or a Warlock gains a bonus ways from the following list
Divine Surge
Extra Turning
Deny Plant
Deny Animal
Divine Aim
Divine Ascension
Divine Armor
Divine Aura
Prudent Aura
Resolute Aura
Aura of Despair (Warlocks)
Aura of Courage
Divine Bastion
Divine Blessing
Divine Body (1st level only)
Divine Influence
Divine Impact
Divine Fist
Divine Body
Divine Health
Divine Grace
Break Curse
Detect Evil/Good
Healing Way
Aura Of Fury
Call Guardian
Divine Power
Divine Undead Striking
Divine Resistance
Divine Shield
Improved Turning
Smite
Improved Smite
Quick Channel/Turning
Positive Shield
Sacred Guard
Sanctity/Defilement
Turn Outsiders
Negative Energy Focus’
Activation
Saints Hands
Divine Mark
Divine Strength
Divine Charge
Lay on Hands
Cure Disease
Sense Poison
Slow Poison
Consecration
Defilement
Neutralize Poison
Call Back the Dead
Turning Undead
Speak with Spirits
Rebuke Undead
Zealous Smite
Divine Saves
Ex-Light Worker
A Light Worker becomes neutral or Evil looses his ability to Turn/Command Undead.
A Warlock is not required to be Evil but is subject to Taint
Tanit mechanic not included but basically it works a little like Darkside points in Star Wars.
If you can read the table let me know whatya think
Anabstercorian said:Why not take away standard clerical 'turning' and replace it with 'channeling' and give them bonus divine feats 1st level and every even level? Miracle workers, not spellcasters...
inspired me to post this guy....
The Light Worker/ Warlock
Alignment: Good or Evil.
Hit Die: d8.
Class Skills: The Light Worker class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int).
Armor and Weapon Proficiency; Light Workers are proficient with all simple weapons. Light Workers are proficient with light armor and with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.
TABLE: The Light Worker
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
----- ------------ ---- ---- ---- -------
1 +0 +2 +0 +2 Channeling
2 +1 +3 +0 +3 Bonus Feat
3 +2 +3 +1 +3
4 +3 +4 +1 +4 Bonus Feat
5 +3 +4 +1 +4 Bonus Feat
6 +4 +5 +2 +5
7 +5 +5 +2 +5 Bonus Feat
8 +6/+1 +6 +2 +6 Bonus Feat
9 +6/+1 +6 +3 +6
10 +7/+2 +7 +3 +7 Bonus Feat
11 +8/+3 +7 +3 +7 Bonus Feat
12 +9/+4 +8 +4 +8
13 +9/+4 +8 +4 +8 Bonus Feat
14 +10/+5 +9 +4 +9 Bonus Feat
15 +11/+6/+1 +9 +5 +9
16 +12/+7/+2 +10 +5 +10 Bonus Feat
17 +12/+7/+2 +10 +5 +10 Bonus Feat
18 +13/+8/+3 +11 +6 +11
19 +14/+9/+4 +11 +6 +11 Bonus Feat
20 +15/+10/+5 +12 +6 +12 Bonus Feat
At First Level a Warlock or Light Worker gains a number of Ways (Bonus Channeling Feats )equal to Wisdom Bonus +1. Bonus ways are gained at level 2, 4, 5, 7, 8, 10, 11. 13. 14, 16, 17, 19, and 20
A Light Worker or A Warlock may use his ways a number of times per day equal to three plus his Charisma modifier.
Bonus Languages: A Light Worker or a Warlock’s list of bonus languages includes Celestial or Abyssal in addition to the bonus languages available to the character because of his race.
Bonus Feats: A Light Worker or a Warlock gains a bonus ways from the following list
Divine Surge
Extra Turning
Deny Plant
Deny Animal
Divine Aim
Divine Ascension
Divine Armor
Divine Aura
Prudent Aura
Resolute Aura
Aura of Despair (Warlocks)
Aura of Courage
Divine Bastion
Divine Blessing
Divine Body (1st level only)
Divine Influence
Divine Impact
Divine Fist
Divine Body
Divine Health
Divine Grace
Break Curse
Detect Evil/Good
Healing Way
Aura Of Fury
Call Guardian
Divine Power
Divine Undead Striking
Divine Resistance
Divine Shield
Improved Turning
Smite
Improved Smite
Quick Channel/Turning
Positive Shield
Sacred Guard
Sanctity/Defilement
Turn Outsiders
Negative Energy Focus’
Activation
Saints Hands
Divine Mark
Divine Strength
Divine Charge
Lay on Hands
Cure Disease
Sense Poison
Slow Poison
Consecration
Defilement
Neutralize Poison
Call Back the Dead
Turning Undead
Speak with Spirits
Rebuke Undead
Zealous Smite
Divine Saves
Ex-Light Worker
A Light Worker becomes neutral or Evil looses his ability to Turn/Command Undead.
A Warlock is not required to be Evil but is subject to Taint
Tanit mechanic not included but basically it works a little like Darkside points in Star Wars.
If you can read the table let me know whatya think