PrC needs work - Soul of Light

Greybar

No Trouble at All
PrC - Llassan Soul of Light

A Soul of Light has recognized their own inner light to a degree greater than that of other Llassan devotees. This is an inward revelation that causes an outward transformation. This light suffuses their being in greater and greater waves as they come to more complete understanding of the divine spark within. At its culmination, the Soul of Light transforms into a radiant being that transcends the mortal form.

Requirements:
* Devotee of Llassa, capable of Turn Undead
* Knowledge(religion) 8 ranks

HD: d4
BAB: as Wizard
Skill Points: 2 + Int
Class Skills: as Cleric, plus Knowledge(The Planes)

Restrictions:
* Cannot cast spells that use the Darkness or Necromancy descriptors. Yes, that means the character has to give up access to Harm.

General:
* Advances as spellcaster at each level except 10th.
* For Turning Check and Turning Damage resolution, levels in Soul of Light stack with the class capabilities of the character's previous class(es).
* All Save DCs are at 10 + one-half Soul of Light level + Cha bonus unless otherwise noted.

1st:
Flesh of Light (Ex) - The Soul of Light suffuses light softly from her person, equivalent to a candle. In most cases, this gives a -4 circumstance penalty to Hide checks.
Armor of Light (Su) - When radiating the Aura of Light, she gains an armor bonus equal to her Soul of Light level.
Opened Eyes (Ex) - The Soul of Light is immune to blinding effects.


2nd:
Light's Will (Sp) - The character can cast the Light orison at will as a standard action.
Light's Call (Sp) - The character can cast Daylight as a standard action. This takes the use of single turning attempt.


3rd:
Divine Grace - The Soul of Light adds her Charisma modifier to all saving throws. This does not stack with the Paladin ability of the same name.

4th:
??

5th:
Divine Health - The Soul of Light is immune to all diseases, including magical ones such as mummy rot and lycanthropy.

6th:
Eyes of Light (Sp) - The character can cast True Seeing as a standard action. This takes the use of a single turning attempt.

7th:
??

8th:
Aura of Menace (Su): A righteous aura surrounds the character. Any hostile creature within a 20-foot radius must succeed at a Will save to resist its effects. Those who fail suffer a -2 morale penalty to attacks, AC, and saves for one day or until they successfully hit the Soul of Light that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the character's aura for one day. This takes the use of two turning attempts.

9th:
??

10th:
The Lightbringer becomes a celestial. Her type changes to that of a native outsider. She gains feathered wings and a flight movement equal to twice her ground movement with good manuverability. She gains Acid, Cold, and Electricity Resistance 20. She gains Damage Reduction of 10/+1. She gains Spell Resistance equal to 10 + character level. She gains Darkvision to a distance of 60 feet.
 

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Hmm not bad at all. I'm not up to a full critique at the moment but you might look at my Lightmaster prestige class here in this forum for some ideas. Its very different but it might offer some inspiration.
I will probably post some more when I have more time.
 

Pretty cool. The Divine Grace & Divine Health features are ones that I was pretty greedy for.

The True Seeing spell is a pretty high level one (4th or 5th?) for a class ability. I definitely like the use of the turning slot for this.

I see at 4th, 7th & 9th the ?? for class gifts. Looking at the Blessed Prelate PrC (from BoHM), I think the Enlightened State & Greater Enlightened State abilities fit in reasonably well. Obviously the AC bonus should not stack with Armor of Light.

Another possibility is some use of the Heartglow/Aeonian Lantern effect (also from BoHM). This would probably be continuous, since the open slots are high level, and the character already glows by this time.

I like the feathered wings. Do they appear instantaneously, or do they begin growing sometime during 9th level and only become viable for flight at 10th level? Or perhaps the character feels them coming and performs some ritual? Or maybe once the character next sleeps, after reaching 10th level, the Dr Jeckell / Mr Hyde transformation sequence begins.
 

Good thoughts, I'll go back to the BoHM and look over it more.

I particularly think that deciding how/when the wings come in is a great line for exploration.

The other thing I'm aiming for is taking the celestials from the SRD and working up the powers to get to a celestial state. The Aura of Menace is the most obvious of those.

John
 

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