Darksong Luminary (3.5e Class)
From D&D Wiki
- 1 Darksong Luminary
- 1.1 Making a Darksong Luminary
- 1.2 Campaign Information
Darksong Luminaries are the pious order of the church of Eilistraee and the servants of her High Priestess, Lady Darksong. Like the goddess herself, her Luminaries seek to provide guidance to those that have lost their way. In fact, it is their prime responsibility to help assimilate new recruits into the church of Eilistraee as well as shepherd those that want to commit their lives to the path of Darksong. Other than the Dark Lady herself, the Darksong Luminaries follow Lady Darksong (High Priestess of the Church of Eilistraee) with unwavering loyalty. Every few years, Luminaries will go on a pilgrimage to seek new supplicants as well as educate themselves about the communities in which they come into contact so that they can educate the church.
Making a Darksong Luminary
Darksong Luminaries are spontaneous divine casters. They can hang back with fellow casters, serving the safe effective purpose as a cleric, but more specialized. They tend to avoid front line melee combat as they do not share the armor abilities of their clerical kin. Being somewhat nontraditional spellcasters, however, and also having decent damage-dealing capability, Luminaries can fit into pretty much any party structure fairly well.
Abilities: Wisdom is the main ability which controls now many spells per day they can cast. Charisma determines how difficult it is for people to resist those spells. Constitution always helps any character shore up their health. Dexterity is important to keep up one's AC when you're lacking armor. Intelligence and Strength come in last. One of the most important asset of the Darksong Luminary is the spells she can cast from her spheres. The Lunar Blast is generally a fallback ability when there isn't a spell that you would be better off casting, or when a monster needs finishing off.
Races: Luminaries mostly are Drow, Half-Drow, a few elves and, even rarer, human.
Alignment: Chaotic Good or Chaotic Neutral (generally). They are never Evil.
Starting Gold: 5d4×10 gp (125 gp).
Starting Age: Moderate
|Saving Throws||Special||Spells per Day|| Power
| Maximum Power|
|1st||+0||+2||+0||+2||Aura, Divine Ability, Eldritch Blast I, Domain||—||—||—||—||—||—||—||—||—||—||—||—||—|
|2nd||+1||+3||+0||+3||Celestial Similarities, Mark of the Divine||—||—||—||—||—||—||—||—||—||—||—||—||—|
|3rd||+2||+3||+1||+3||Divine Presence, Domain||—||—||—||—||—||—||—||—||—||—||—||—||—|
|5th||+3||+4||+1||+4||Divine Ability, Eldritch Blast II||—||—||—||—||—||—||—||—||—||—||—||—||—|
|8th||+6/+1||+6||+2||+6||Bonus Feat, Divine Presence||—||—||—||—||—||—||—||—||—||—||—||—||—|
|10th||+7/+2||+7||+3||+7||Divine Ability, Eldritch Blast III||—||—||—||—||—||—||—||—||—||—||—||—||—|
|13th||+9/+4||+8||+4||+8||Divine Presence, Energy Resistance||—||—||—||—||—||—||—||—||—||—||—||—||—|
|15th||+11/+6/+1||+9||+5||+9||Dark Apotheosis, Domain||—||—||—||—||—||—||—||—||—||—||—||—||—|
|20th||+15/+10/+5||+12||+6||+12||Divine Ability, Divine Apotheosis||—||—||—||—||—||—||—||—||—||—||—||—||—|
Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
<-fluff about class features->. All of the following are class features of the <-class name->.
Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.
Spells: <-Delete this section if this class does not cast spells.
To prepare or cast a spell, a darksong luminary must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a darksong luminary’s spell is 10 + the spell level + the darksong luminary’s Charisma modifier.
Like other spellcasters, a darksong luminary can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score.
. <-pluralized class name-> choose their spells from the following list:
Aura: A Darksong Luminary gains an aura of good or chaos corresponding to their alignment. This functions identical to the cleric's aura.
Divine Spirit: At 1st level the divine soul gains the company of a small guardian spirit, a spark of divine essence born from the power hiding in their blood. It takes the form of a small animal to provide guidance and direction to the divine soul. This divine spirit acts identically as a sorcerer or wizard's familiar, and is treated as such for the purposes of feats and abilities.
Divine Ability: At 1st level and every five levels beyond (5th, 10th, 15th, and 20th), the divine soul gains a divine ability, a gift from the heavens. The divine soul may choose from the following list of powers they may receive.
Domain Access (Su): A divine soul may choose a domain, gaining the ability to cast a domain spell 1/day at each level. You may choose this many times and gain new domains associated with your deity or belief. However you may still only cast a single domain 1/day at each level regardless of the number of domains available.
Bonus Feat: You may choose any metamagic feat or domain feat instead of one of the listed powers above.
Orate (Su): Your divine blessing strikes a chord in the hearts of others. As a standard action you may perform an oration, bolstering hope in your allies within 60 ft. All allies gain a +1 morale bonus on saves against charm and fear effects, and on attack and damage rolls. This effect lasts as long as you orate and 5 rounds after. Orate is a mind-effecting ability.
This ability is very similar to the effect of bard's Inspire Courage, and as such it also requires ranks in Perform (Oratory). In order to use Orate you must have enough ranks in perform equal to 3x its bonus (so 3 ranks at +1, 6 ranks at +2, 9 ranks at +3, and 12 ranks at +4). If you lack sufficient ranks, you merely perform the bonus that you do qualify for, if any.
Mark of the Divine (Ex): Your divine blood shows as a spiritual mark detectable by outsiders and by Detect Magic. As such, you gain a sacred (if good) or profane (if evil) bonus on your social skill checks related to outsiders of the same alignment as you equal to 1/2 your class level, rounded down. If you only share one aspect of the alignment, the bonus is 1/4 your class level.
Divine Presence (Su): At 3rd level and every five levels after, you gain an aura of divine presence which provides benefits to you and all allies within 30 ft. You may activate a divine presence as a swift action even if you are immobilized or petrified (but not if you are downed below 0 hp). The auras increase in power as you increase your class level.
Aura of Warding (Su): You gain a +1 resistance bonus against saves vs spells. At 6th level the bonus rises to +2, at 12th +3, and at 18th +4.
Aura of Protection (Su): You gain damage reduction 1/opposite to your alignment (choose one, such as DR 1/evil). At 6th level the bonus rises to DR 2, at 12th it becomes DR 3, at 18th it is DR 4.
Aura of Freedom (Su): You gain a +1 morale bonus on saves against enchantment effects and spells. At 6th level the bonus rises to +2, at 12th +3, and at 18th +4.
Aura of Precision (Su): Your motions are sharp and fluid, you gain a +1 sacred or profane bonus on attack rolls. At 6th level the bonus rises to +2, at 12th +3, and at 18th +4.
Aura of Resistance (Su): You gain resistance 5 to a single element. At 6th level the bonus rises to resistance 10, at 12th to resistance 15, and at 18th to resistance 20.
Aura of Motion (Su): You gain a dodge bonus to AC and Reflex saves equal to +1. At 6th level the bonus rises to +2, at 12th +3, and at 18th +4. This ability cannot be used in heavy armor, or with a medium or heavy load.
Aura of Importance (Su): You gain a +1 bonus on charisma based skill checks. At 6th level the bonus rises to +2, at 12th +3, and at 18th +4.
Aura of Awe/Fear (Su): You gain a frightful or awesome presence. Instead of allies, all enemies within 60 ft. must make a Will save or be shaken for 1 minute. The DC is 10 + Cha. At 6th level the DC rises to 13 + Cha, at 12th it rises to 16 + Cha, and at 18th it rises to 19 + Cha. Once an enemy saves against your frightful or awesome presence, they are immune to it for 24 hours. This is a fear effect.
Aura of Wrath (Su): You gain a +1 sacred or profane bonus to damage rolls. At 6th level the bonus rises to +2, at 12th +3, and at 18th +4.
Aura of Alignment (Su): Choose an alignment you are able to cast spells from, such as Good. Spells of this alignment have their caster level increased by +1. At 6th level the bonus rises to +2, at 12th +3, and at 18th +4.
Aura of Urgency (Su): You gain a 5 ft. sacred or profane bonus to your speed. At 6th level the bonus rises to 10 ft., at 12th 15 ft., and at 18th 20 ft. This ability cannot be used in heavy armor, or with a medium or heavy load.
Aura of Determination (Su): You gain a +1 bonus to overcome spell resistance and on dispel checks. At 6th level the bonus rises to +2, at 12th +3, and at 18th +4.
Aura of Kindness (Su): Your healing spells heal an additional 1d4 points of damage. At 6th level the bonus rises to 2d4, at 12th 3d4, and at 18th 4d4,
Aura of Cruelty (Su): Your inflict spells injure an additional 1d4 points of damage. At 6th level the bonus rises to 2d4, at 12th 3d4, and at 18th 4d4,
Leadership: The cult of personality surrounding the divine soul gains him followers who swear their loyalty. At 6th level the divine soul gains the Leadership feat.
Planar Cohort: At 12th level the beings from the outer planes have noticed the works of the divine soul. A divine soul can use any of the planar ally spells to call a creature to act as his cohort. The called creature serves loyally and well as long as the divine soul continues to advance a cause important to the creature. For example, a divine soul could use planar ally to call a bralani eladrin to act as his cohort. As long as the divine soul undertakes quests and missions to fight evil and uphold good, the eladrin will loyally serve. To call a planar cohort, the divine soul must cast the relevant spell, paying the XP costs normally. It takes an offering of 1,000 gp × the HD of the creature to convince it to serve as a planar cohort, and no feats or abilities can reduce this cost. The planar cohort can’t have more Hit Dice than the divine soul has, and must have an ECL no higher than the divine soul's character level –2. A bralani eladrin has an ECL of 11 (6 Hit Dice and +5 level adjustment), so it might serve as a planar cohort to an 13th level divine soul.
A divine soul can have only one planar cohort at a time, but he can continue to make agreements with other called creatures normally. A planar cohort replaces a divine soul’s existing cohort, if he has one by virtue of the Leadership feat.
Wings (Ex): At 17th level, a divine soul gains wings and can fly at a speed of 60 ft. (good). A good aligned divine soul grows feathered wings, an evil aligned divine soul grows batlike wings, a lawful aligned divine soul grows metallic wings, and a chaotic aligned divine soul grows organic fleshy wings. A divine soul may choose any wings they match alignment and a neutral divine soul may choose any type of wings.
Divine Apotheosis (Ex): The blood of a divine soul finally awakens in full. He is forevermore treated as an outsider with the appropriate alignment subtypes rather than as a humanoid for the purpose of spells and magical effects. For instance, charm person does not affect him. Additionally, the divine soul gains damage reduction 10/aligned (either good, evil, law, or chaos, the opposite of one of their personal alignments). Unlike other outsiders, the divine soul can still be brought back from the dead as if he were a member of her previous creature type.
<-... repeat as necessary.->
Ex-<-pluralized class name->
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.
Epic <-class name->
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-number of skill points-> + Int modifier skill points per level.
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->|| <-armor check penalty based on starting armor. If inapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
<-pluralized class name-> in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.