Midnight - Against the Shadow
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LIGHT BLESSED PATH

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LIGHT BLESSED PATH Empty LIGHT BLESSED PATH

Post by The Hive Mind Sun May 18, 2014 1:46 pm

Although most of the celestials are now barred from Aryth, there never the less remain those whose blood and bloodlines are touched with thier grace. The light blessed is one such individual, touched by thier grace and filled with purity these radiant beings are beacons of goodness driven by thier nature to fight the shadow and reveal its taint wherever it may be found.

1. Radiance - 5 ft.
2. Detect Shadow
3. Renown
4. +1 Cha
5. Turn Undead
6. Purity of Heart
7. Smite Evil 1/day
8. +2 Cha
9. Lesser Planar Ally 1/day
10. Revealing Light - 30 ft.
11. Searing Light 1/day
12. +3 Cha
13. Light of Rejuvenation - 60 ft.
14. Smite Evil 2/day
15. Planar Ally 1/day
16. The Guarding Light - 90 ft.
17. Form of Light
18. +4 Cha
19. Sunbeam 1/day
20. Hope Springs Eternal

Radiance (Su): At first level a light blessed may surround themselves with a pure white radiance equal to that of candle light. This light marks the light blessed as a being of purity and goodness effectively providing them an aura of goodness (see Detect Good spell) equal to their character level. The Radiance may be called for a number of times per day equal to 3 + Charisma modifier.
Detect Shadow (Sp): Upon reaching second level a Light Blessed can detect the taint of the shadow nearby as if able to use a Detect Evil spell at will.
Renown: At 3rd level, the light blessed character recieves a +2 bonus to all Charisma checks and Charisma related skill checks when dealing with non-evil characters.
Turn Undead (Su): When a light blessed reaches 5th level, he gains the supernatural ability to turn fell and other undead like a good-aligned cleric. He may use this ability a number of times per day equal to 3 + Charisma modifier.
Purtiy of Heart (Su): At 6th level a light blessed character gains a bonus to saving throws against all Glamers, Charms and Compulsion spells and effects and any spell with the Evil descriptor equal to thier charisma bonus.
Smite Evil (Su): Beginning at 7th level, Once per day, a light blessed may attempt to smite evil with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per character level. If the light blessed accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 14th level, the light blessed may smite evil one additional time per day.
Lesser Planar Ally (Sp): A light blessed character can at 9th level cast the Lesser Planar Ally spell once per day. The planar ally summoned is always named and comes from those few that remain trapped on Aryth.
Revealing Light (Su): Upon reaching 10th level the Radiance ability of the light blessed grows in power now not only providing light out to a radius of 30 ft. In addition they may now use the radiance in a new way not only providing light but also dispelling all magic within this radius as if a Dispel Magic had been used. Each use of Revealing Light uses on of the light blessed characters radiance uses for the day,
Searing Light (Sp): A light blessed of 11th level, may use the Searing Light spell once per day as if cast at their character level.
Light of Rejuvenation (Su): When the light blessed reaches 13th level, his radiance power once again increases in intensity providing light equal to daylight in a 60 ft. radius. However the radiance ability can now also be used in a new way when the Light of Rejuvenation is first called into being all within the 60 ft. radius are instantly cured of 1d8 + 1 hp/level (maximum of +25). Like other curative effects this ability deals damage to fell in its area rather than curing them. Each affected fell may attempt a Will save for half damage. Each use of the Light of Rejuvenation uses one of the light blessed characters Radiance uses for the day.
Planar Ally (Sp): A light blessed character can at 15th level cast the Planar Ally spell once per day. The planar ally summoned is always named and comes from those few that remain trapped on Aryth.
The Guarding Light (Su): When the light blessed reaches 16th level, his radiance power once again increases in intensity providing light equal to daylight in a 90 ft. radius. However the radiance ability can now also be used in a new way, when the Guarding Light is used they are surrounded by a radiant mobile filed of light that prevents any evil or shadow tainted creature from approaching the light blessed character. The Guarding light lasts 1 round per character level, but while it lasts any such individual within or entering the light must make a Will save or be unable to move toward the light blessed for the duration. Any evil/tainted individuals within the radius who fail the save must move outside the light at full speed the first chance they have. However once outside the ligth such creatures are free to cast spells or used ranged weapons at the light blessed but cannot close to within the lgiht so long as it lasts. Each use of the Guarding Light ability uses one of the light blessed characters radiance uses for the day.
Form of Light (Su): A light blessed upon reaching 17th level can use one of its Radiance uses per day to transform themselves into a being of pure light. In this form the light blessed character is treated in all ways as if under a Gaseous Form spell lasting 1 minute per character level.
In addition while in this form the light blessed character can at a cost of all uses of radiance for the day travel anywhere on the surface of Aryth that the sunlight reaches that they have directly seen, arriving in a beam of sunlight. They can only move themselves in this way and this does not include what they wear or hold, nor can they take anyone else with them.
Sunbeam (Sp): A light blessed of 19th level, may use the Sunbeam spell once per day as if cast at their character level.
Hope Springs Eternal (Su): Perhaps the most potent of the Light Blessed characters gifts is this ability. Should the character ever die of something other than natural causes or old age then the character is reborn at a cost of 5,000xp. When the character is reborn he has no memories of his abilities, history, or previous life and is effectively a 1st level commoner. The light blessed character grows to maturity at an alarming rate over the space of 2d4 months at the end of which it regains all previous memories and access to all its previous class levels the character finally reborn!. All the characters statistics remain the same but the character suffers a permanent 2 pt reduction to his Constitution score (there by limiting the number of times a character can be reborn). The rebirth takes the form of an immaculate conception within the closest fertile female of the same species as the character.
The Hive Mind
The Hive Mind
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