Toa of Light (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Scales.png This page is of questionable balance. Reason: Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing text throughout (and an example NPC).


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Toa of Light
Rating: Not rated
(Rate this class)
Status: <-how close to completion->
Editing: Constructive edits welcome

Toa of Light[edit]

While they have some abilities with weapons, toa are most known for their telekinesis-like power of an element. A toa of light wields the strength of light, enabling them to generate simple aura's and shines, to searing blasts, pinpoint lasers, and much more. What a toa of light is capable of is directly affected by his/her creativity, as the possibilities are virtually infinite.

Making a Toa of Light[edit]

Toa of Light are normally liked by nearly all. They are known for their acceptance of others, and thus most accept them. They do often have issues with malicious people, though. While toa's of light have so many option, they are relatively well-balanced beyond their light-based abilities. They have medium physical and terrible spell prowess. Only through creative use of their light powers can they truly shine.

Abilities: As with all toa, Intelligence is a must. Their elemental powers are more affected by this than other stat. Beyond that, the value of stats is up to the direction the player wants; Strength will increase their weapon damage. Dexterity will increase their dodging and hitting chances. Constitution will increase their health and energy amount to spend on elemental abilities. Wisdom will increase Will, which plays into their Concentration checks. Charisma is of little use other than for roleplaying.

Races: Humanoids and human-shaped constructs only.

Alignment: Any Good. Toa of Light can become other alignments later, though.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Table: The <-class name->

Hit Die: d<-Die size for Hit Die->

Level Base
Attack Bonus
Saving Throws Special Energy
/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will
1st +0 +0 +2 +2 Light Power, Toa Mask, Toa Tool 5 1 1
2nd +1 +0 +3 +3 10 2 1
3rd +2 +1 +3 +3 15 3 2
4th +3 +1 +4 +4 20 4 2
5th +3 +1 +4 +4 30 5 3
6th +4 +2 +5 +5 40 6 3
7th +5 +2 +5 +5 50 7 4
8th + 6/+1 +2 +6 +6 65 8 4
9th +6/+1 +3 +6 +6 80 9 5
10th +7/+2 +3 +7 +7 95 10 5
11th +8/+3 +3 +7 +7 115 11 6
12th +9/+4 +4 +8 +8 135 12 6
13th +9/+4 +4 +8 +8 155 13 7
14th +10/+5 +4 +9 +9 180 14 7
15th +11/+6/+1 +5 +9 +9 205 15 8
16th +12/+7/+2 +5 +10 +10 230 16 8
17th +12/+7/+2 +5 +10 +10 260 17 8
18th +13/+8/+3 +6 +11 +11 290 18 9
19th +14/+9/+4 + 6 +11 +11 320 19 9
20th +15/+10/+5 +6 +12 +12 350 20 9

Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities)->. Balance(Dex*), Concentration(Con), Gather Information(Cha), Jump(Str*), Knowledge(), Search(Int), Spot(Wis), Tumble(Dex*),

Class Features[edit]

<-fluff about class features->. All of the following are class features of the Toa of Light.

Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->. Dagger, Dagger(punching), Mace(light), Sickle, Shortspear, Longspear, Quarterstaff, Spear, Javelin, Hammer(light), Pick(light), Sword(short), Longsword, Trident, Glaive, Greatsword, Guisarme, Halberd, Lance, Ranseur, Scythe, Kama, Hammer(gnome hooked) Toa of Light are proficient with light and medium armors and all shields up to light steel.

Light Power: A Toa of Light influences and generates light in a limitless number of potential uses. They may generate light and move it at will. This allows them shape and reshape light, change the colors of light, and unleash it in searing blasts.

Flash: A toa can emit a flash of light from him/herself in a spherical radius. This costs 1 Element Point per 10 feet in the radius. When made to do damage, it is counted as an area of effect attack.

Sustained: A toa can generate/move up to 1 cubic foot/level up to 1 foot/level from him/herself each round. This takes 1 Element Point per cubic foot and 1 per foot in distance. Each round, the toa must make a Concentration check to maintain it (number of cubic feet+number of feet in distance). If the toa ceases to hold it or ceases concentration, the light dissipates, emitting in all directions. The light continues 20 feet for each cubic foot. This is counted as an area of effect for casting purposes.

Laser: Toa of light can emit thin laser beams from themselves as well. The ray continues until interrupted. This takes 1 Element Point. As an attack, this is counted as a ranged touch attack.

Burning: When concentrated enough, light can burn through virtually anything. By adding more Element Points, a toa's light abilities can be turned lethal. The more energy is put into it, the higher the damage. Add 1d6 damage for each 3 Element Points spent for damage.

Toa Mask: As with a toa of any element, a toa of light has a mask, or 'Kanohi', with a power infused into it. As a starter mask, a toa selects a spell that does not deal damage itself(spells such as Summon Monster do not deal damage themselves, and thus may be used). The wearer may activate this spell at will. If the player's character level is lower than the spell level(if different classes have it, then the lower spell level is used), then they must pay 5 Element Points/Spell Level. If the mask is damaged with anything more than small notch or scratch, the spell effect may is released from the mask, and no longer functions. The chosen spell must be approved by the DM. The price of a Kanohi is the material+(10 GP/Spell Level of the Spell infused).

Toa Tool: All toa come equipped with a Toa Tool. Upon becoming a toa, the character receives a weapon(of his/her choice). This weapon is considered mastercraft, and must be made of mithril or a harder metal. In addition, the weapon may be imbued with 1 ability, such as: becoming another type of tool, becoming a surfboard, or something else of the sort, Or: a magical effect, such as being Keen. In addition, all touch and ranged-touch attacks s/he gets from his/her toa class may be cast through this weapon. This weapon may not improved by any means other than being completely remade. The ability chosen must be approved by the Dm. If a character becomes a toa after character creation, the cost of purchasing a toa tool is the price of the material+75,000 GP.

Power Points/Day: A <-class name->’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: <-class name->. In addition, he receives bonus power points per day if he has a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: Toa's of Light choose their powers from the following list:

0—<-powers, powers, powers->

1st—<-powers, powers, powers->

2nd—<-powers, powers, powers->

3rd—<-powers, powers, powers->

4th—<-powers, powers, powers->

5th—<-powers, powers, powers->

6th—<-powers, powers, powers->

7th—<-powers, powers, powers->

8th—<-powers, powers, powers->

9th—<-powers, powers, powers->

Maximum Power Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest a power, a Toa of Light must have an Intelligence score of at least 10 + the power’s level.

<-extraordinary class feature-> (Ex): <-class feature game rule information->

<-psi-like class feature-> (Ps): <-class feature game rule information->

<-spell-like class feature-> (Sp): <-class feature game rule information->

<-supernatural class feature-> (Su): <-class feature game rule information->

<-class feature->: <-class feature game rule information->

<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-Toa's of Light[edit]

<-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 Toa of Light[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
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->

<-Lather, rinse...->

<-... repeat.->

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 Toa of Light Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> Toa of Light Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable 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.->.

Campaign Information[edit]

Playing a Toa of Light[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->. Toa's of light may respect religions, though they are surprisingly rarely devout worshippers, as they are so questioning that they rarely feel at home in dogmatic settings.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->. Toa's of Light normally do well enough with all people. They do have issues with those who force their own desires on others, and those who are openly malicious. Being both a warrior and something similar to a spellcaster, they can relate with almost any class type.

Combat: <-Typical role in combat->. A toa of light's place in combat is dependent on his/her ability scores and feats, as well as their creativity in certain areas. Stronger, more dexterous and more enduring ones do well acting as front line fighters supplementing their weapons with light attacks. Those with higher Intelligence and Wisdom may choose to stay in the back and cast powerful light abilities. Other positions are also easily possible with them.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Toa's of Light in the World[edit]

<-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->.

Toa of Light Lore[edit]

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.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

Toa's of Light in the Game[edit]

<-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.->.



Back to Main Page3.5e HomebrewClassesBase Classes

Personal tools
Home of user-generated,
homebrew, pages!
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors