Radiant Warrior (3.5e Class)
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Usually born with a racial predisposition to controlling the powers of light a Radiant Warrior will serve it's family fighting the powers of darkness.
Making a Radiant Warrior
Radiant Warriors use the powers of light to become strong combatants, but when not focusing their energy on creating shields or boosting their power they become virtually useless combatants. They are strong members of a party but can cause much trouble if another member of the party has an affinity for the darkness. This means that unless you have an unusually understanding character they will not get along with rogues and assassins yet get along well with most good clerics and paladins.
Abilities: Radiant Warriors control the powers of light ranging from dispelling darkness to creating solidified weapons and armor of pure light to searing enemies with rays of light expelled from your hands. A high constitution is helpful for a Radiant Warrior to maintain it's light armor. Dexterity is also helpful if one is caught in battle unexpectedly. As usual strength also helps land blows against particularly evasive opponents.
Races: Due to the racial nature of a Radiant Warrior's powers each must be at least human although breeding outside of the direct human bloodline is greatly frowned upon. It may be rare but these warriors may also be created by an elder of one of these families who is also a well trained wizard or cleric. This would allow some non-human players to become a Radiant Warrior although such a monstrosity would be a last resort for one of these elders.
Alignment: Most Radiant Warriors are considered to be good because they fight off the powers of darkness. This assumption is often misleading, Radiant Warriors fight out of fear and hatred as often as moral obligation. These characters can be anywhere from lawful to chaotic on most matters however most lean toward lawful (at least to the rules of their families) because those who do not follow the laws set forth by the elders will be greatly punished (occasionally by death).
Starting Gold: As Fighter Starting Age: Any age, often from birth.
|1st||+0||+0||+2||+2||Hit the Lights, Lesser Golden Form Shining Sword/Spear/Etc|
|3rd||+1||+1||+2||+2||Mend Wound, Lesser Animate, Uncanny Dodge, Bonus Feat|
|4th||+2||+1||+3||+3||Magnificent blade (1),|
|5th||+2||+2||+3||+3||Golden Form, Sun's Fury (1), Speed of light|
|6th||+3||+2||+3||+3||Flash, Improved Uncanny Dodge|
|7th||+3||+2||+3||+4||Animate, Magnificent Blade (2)|
|10th||+5||+3||+4||+5||Magnificent Blade (3), Greater Golden Form, Speed of light|
|11th||+5||+3||+5||+5||Suns Fury (2)|
|13th||+6/+1||+4||+6||+6||Magnificent Blade (4)|
|15th||+8/+3||+4||+7||+7||Superior Golden Form, Speed of light|
|16th||+8/+3||+5||+7||+7||Magnificent Blade (5),|
|17th||+9/+4||+5||+7||+8||<-any class features gained at this level->|
|18th||+9/+4||+5||+8||+8||Sun's Fury (3)|
|19th||+10/+5||+6||+8||+8||Magnificent Blade (6),|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Radiant Warrior.
Weapon and Armor Proficiency: A Radiant Warrior is proficient in all simple weapons and at second level will become efficient with any other weapon of choice (see Shining Sword/Spear/Etc.). Due to the nature of it's golden form they are not proficient with any armor.
Hit the lights (Ex): Once per day per class level a Radiant warrior may concentrate his energy to light up a 30 ft. radius from where he stood when he first used the ability. The light from this ability does not appear to come from any single source causing nothing to leave a shadow unless it is unnatural in nature. This does not cancel out magical darkness. From outside the affected area it would look as if there was a dome that trapped in the daylight making it simple to look at without any harm caused to the eyes. This effect lasts until it's creator leaves the area. You are not affected by your own light or any other.
Lesser Golden Form (Ex): At any time, any number of times per day a Radiant warrior may take a action to activate his Golden Form. When he does it looks as if a coating of light covers him starting from his chest and radiating outward. Though this form glows with some intensity it is not harmful to look upon. This form provides +2 to AC as an armor bonus. There is no armor check penalties for this form nor is there any maximum dexterity bonus. Due to increased strength in this form one gains a +1 attack bonus and +1 to his strength and jump and climb checks. This form will last a number of minutes equal to 30 + 10 for each point of constitution bonus the character has. After expiring one must wait 10 minutes minus his constitution bonus. While in this for you give off enough light to illuminate a 30 ft. radius with poor illumination.
Golden Form (Ex): At 5th level a Radiant Warrior will gain this ability. This skill acts as Lesser Golden Form with a few exceptions. First, the appearance of the form begins to look more armor-like and may gain small protrusions from the body. Secondly, the bonus to AC becomes +3 with no penalties, the bonus to Attack bonus becomes +3 and the bonus to strength and jump and climb skills become +2. Furthermore this armor will expire after one hour plus 20 minutes per point of constitution bonus: this bonus extends to the Shining "Sword/Spear/Etc." which will now last the same duration. Illumination given off from this armor extends to 40 ft. of poor illumination.
Speed of Light (Ex): At level 5, 10, and 15 you gain 20+ to movement speed. Light is fast after all.
Greater Golden Form (Ex): At 10th level a Radiant Warrior will gain this ability. It acts as the Golden Form Skill with a few exceptions. The appearance becomes that of a full suit of armor. The AC Becomes +5 with no penalties, the attack bonus becomes +4 and The bonus to strength and Jump and Climb become +4. This form will expire after 2 hours plus 30 minutes per point of constitution bonus. Additionally the Illumination given off by this form is 50 ft. poor illumination.
Superior Golden Form (Ex):At 15th level a Radiant warrior will gain this ability. It acts as the Greater Golden Form ability with a few exceptions. The AC bonus becomes +6 with no penalties, the attack bonus becomes +6 and the Bonus to strength and jump and climb checks become +6. This form does not expire at this point buy may be dispelled at any time and must be dispelled for sleep. While in this form a character gains all natural abilities of the creature such as flying with having total resistance to strong winds. Illumination becomes 60 ft. of poor illumination.
Lesser Flash (Ex): Upon second level a Radiant Warrior will gain this ability. Once per round a character may make a move action to move with the light. This allows him to move extra distance in short periods of time given proper circumstances. This move action can move you up to 20 ft. farther than your move rate given there is illumination out that far. This move action can only be along the ground and due to the nature of rays of light may only be in a straight line and only used while in his golden form and is subject to attacks of opportunity as normal.
Bonus feat: Starting at 3rd level, and every three level after (Ex. Level 3,6,9,12...) the Radiant Warrior gains a Bonus feat.
Flash (Ex):Upon sixth level a Radiant Warrior gains this ability to replace the lesser flash ability. This Ability acts as the lesser flash ability with a few exceptions, the movement may be done in any direction including those not on the ground (damage done due to falling from this height is not reduced. Instead of an additional 20 feet to move speed the move speed is doubled if it would be greater movement this way.
Greater Flash (Ex): Upon 14th level a Radiant Warrior earns this ability. Greater flash acts as Flash with a few exceptions. While using flash one may now flash up to twice in one move action as long as the total movement isn't more than the allowed flash movement for the turn. Secondly one doesn't have to be in golden form to use this ability, he merely flashes as if he were in golden form (including looks) for the duration of the flash. Finally this movement does not provoke attacks of opportunity due to the sheer speed that takes place for this technique.
Shining Sword/Spear/Etc. (Ex): Upon first level a Radiant warrior gains this ability. Upon obtaining this skill one must chose a weapon for their character (chose wisely because this you will be stuck with this weapon). Weapons excluded from this are those in multiple parts such as a bow or cross bow since the ammunition is incapable with Shining weapons. This character is proficient with this weapon and may create one made out of solidified light at any time as a swift action. This weapon acts as masterwork weapon of that type (+1 attack bonus). If this weapon leaves your hand it will vanish after 1 round, at that time one will be able to create another. Like the lesser golden form the energy for this weapon will dissipate after 30 minutes plus 10 for every point of constitution bonus from the initial creation of this weapon and cannot be created again for 10 minutes minus one per point of constitution bonus. Your weapon also grows with you as light forever grows, level 3,6,9 etc add another die to your weapon (Ex sword is 1d6 to 2d6 on level 3)
Mend Wound (Ex): Upon third level a Radiant Warrior may learn to control his focus enough to apply heated light to very specific areas. This allows one to sear off the ends of blood vessels to stop bleeding. Doing so will take 2 rounds (start on one round and at the end of the next round you are complete.) During this time you are flat footed and if you take damage you must roll a concentration check with a DC 10+ the damage dealt.
Uncanny Dodge (Ex): Starting at 3rd level, a Radiant Warrior can react to danger before his senses would normally allow his to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, the Radiant Warrior still loses his Dexterity bonus to AC if immobilized.
Lesser Animate (Ex): At third level a Radiant Warrior gains the ability to bestow small (1lb. or less) abilities to small objects using a portion of their light. A number of objects may be animated equal to one plus his constitution modifier. Each object may only be bestowed with one of the following purposes.
-Reconnaissance- Once this object has been destroyed it's creator learns all it knows. Sadly at this point even objects such as dolls that have eyes cannot functionally see or hear so this skill is limited to what happened directly to this object such as what is written on a piece of paper.
-Movement- This object gains a mind of it's own and will attempt to travel wherever it is told. Movement is limited to travel, toy soldiers cannot fight, etc. An object created in this way relies on your knowledge of how to arrive at the destination to get there. Speed is very slow but varies slightly with size (determined by DM) so long distances are not suggested.
-Reaction- Once triggered the animated object does a specified task. Triggers can be anything from touching the object to a complex verbal combination.
Animate (Ex): This skill acts as Lesser animate but instead may incorporate two purposes and animate an object up to 10 lbs. Additional purposes for this skill include.
-Sight- This object may see and change it's behavior or relay what it sees depending on it's other purpose.
-Hearing- This object may hear and change it's behavior or relay what it hears depending on it's other purpose.
-Improved Movement- Acts as "movement" but the speed is increased to the equivalent of 15 ft. per round.
Greater Animate (Ex): This acts as the Animate ability but may animate objects up to 30 lbs. and may include any number of previous purposes.
Improved Uncanny Dodge (Ex): A Radiant warrior of 6th level or higher can no longer be flanked. This defense denies another rogue - or class with similar ability - to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue - or other class - level required to flank the character.
Sun's Fury (Ex): upon 5th,10th,and 15th levels radiant warrior gains the ability to swing their weapon at the speed of light adding an additional attack to combat. each additional attack gets a -4 penalty from the previous attack.
Searing Beam (Ex): Upon the 8th level a Radiant Warrior gains the ability to expel a beam of light from his hands at will to burn his enemies and boil their blood. A number of times per day equal to three plus his constitution bonus one may make a ranged attack against a single enemy with a range of 50 ft. this attack deals 5D8 damage and an additional 2D8 against undead.
Radiant Protection (Ex): As your light grows in power so does you body grow in strength. Starting at level 9 your body is immune to any poisons that tries to enter/effect your body.
God Form (Ex):Upon 20th level a Radiant Warrior gains this ability. Once Per week one may activate this ability for a number of rounds equal to three plus it's constitution modifier. This form appears as whatever the user desires; however, this form is made of light. Also you have full control of just not your own light but the light that is naturally around. You become a being one with light practically. While in this form a Radiant Warrior gains +10 natural armor bonus to armor class and +10 Attack bonus. One may make make any attack that his chosen form may make any combat attack that it's form may make (ie. Natural claw attack). Any of these attacks deals 2D8 plus an extra 1D8 for each point of strength bonus.
Magnificent Blade (Ex): Upon the fourth level and every three levels after a Radiant Warrior will gain an extra trick for their light weapon. These skills are split into categories and further ranked within these groupings. lower ranks act as prerequisites for the later ranks (ex. to take a level three ability in the power section he must first take at least one level one in power and one level two in power[With the permission of the DM one may instead take a lower levelled skill to replace a higher level such as taking two first level skills and upon obtaining a third skill getting a third level.). The sections are as follows.
Lengthen- Through concentration and practice a Radiant Warrior can stretch the same amount of light for his weapon a greater distance allowing a larger weapon to be handled with similar ease. Upon taking this skill your weapon becomes one size larger (ie. medium to large). Your character gets no ill effects from using such a weapon. This skill stacks no more than three times when the amount of light is stretched it's maximum distance. is may only be used on close combat weapons.
Brutal Bash- This skill may only be used on a bludgeoning weapon. By focusing the raw power of light through his arms a Radiant Warrior may increase his power. By doing so those who are skilled with hammers and clubs reign supreme. When a successful attack is made with this weapon the opponent must make a Fortitude save against its attacker or be knocked back 5 feet.
Radiant Surge- Upon sensing danger this blade will surge with power and send out a series of bright flashes this will give each member of the party +2 insight bonus to initiative and give the owner of the weapon a +2 attack bonus for the first round of the fight.
Hit Hard- This skill allows a character to channel energy through his arms surging to his blade for a less accurate but potentially more deadly attack. When declaring an attack one may sacrifice one of it's attack bonus for an extra point of critical hit chance (ie. attack -1 to change a normal critical hit range (20) into (19-20) This may be done a number of times equal to the characters' constitution bonus.
Persistent Swing- What do you do when you just can't hit your target? Try harder. At the end of a turn in which this character attacks and does not hit his target he will get +1 temporary attack bonus. This bonus stacks with other bonuses gained on prior turns due to this skill. This bonus will fade upon the end of a fight or upon landing a successful hit on the opponent.
Mercy Beating- Upon taking this skill you transfer some of your light to your arm allowing you to make a more powerful, less deadly attack. Before declaring an attack you may declare that you are using this skill for this attack you gain +1 Attack bonus and +2 damage and your damage becomes non-lethal damage.
Sword of the sun- Upon taking this skill one's weapon burns with the sun's fury and upon a successful attack will deal an extra 1D6 fire damage. The appearance of this weapon is no different, it just burns hotter than usual. This ability does not stack.
Out for Blood- Some more ruthless Radiant Warriors hate their enemies more than others upon taking this skill one will enter a raging blood lust if he strikes the foe hard enough. If the opponent suffers a critical hit at the had of his weapon a Radiant Warrior with this skill may make a concentration roll against either the opponent's sense motive or reflex save. If he succeeds he makes another attacks with an increased critical hit range of 1 which he keeps for the remainder for the round. This skill may be used multiple times per turn if multiple critical hits are accomplished but only against the enemy who was originally hit. This skill may not be used the same round as any cleave feat.
Super Slice- By concentrating energy to apply heat to edge of the blade allowing it to be able to cut through even the hardest of materials. Upon taking this skill the edges of a bladed shining weapon may cut through any substance wood and softer (Bone is harder than wood). When attacking an opponent successfully you may make a concentration check against an opponent's AC. Upon success it's AC is reduced by 1 permanently (or until armor can be repaired). This skill may only be used on a sharp weapon.
Tremor- A character with this skill may take a turn to concentrate before thrusting his weapon into the ground causing it to shake tremendously. Upon declaring this attack a Radiant Warrior will for all intents and purposes be considered flatfooted until his next round. Upon this next round as a full action he will strike the ground causing it to shake. all standing enemies within a 30 ft. radius must make a DC 23 reflex save or fall prone.
Standing Coup de Grace- A skilled warrior may learn to drop an enemy while it's still standing by delivering a severe blow. Once per day a Radiant Warrior with this ability may take a full action to perform a Coup de Grace attack on an enemy that is not helpless (As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets her sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die.) The opponent may try to make a reflex save equal to 15+ the radiant warrior's dexterity bonus. If this attack fails your character falls prone.
Quick cut- It is hard to stop a weapon moving at the speed of light and with this skill a character becomes especially talented at hitting his target and gets an attack bonus of +1. skill may be taken multiple times.
Quick Creation- Many Radiant Warriors feel that concentrating time and energy on forming a weapon is time wasted. Those who do can train themselves to form their weapons instantaneously. A character with this skill may form a shining weapon as a free action. Furthermore if able he may change the weapon's form as a free action as well instead of a standard action.
Showmanship- Sometimes it's just nice to know that people care... weather or not you slice off their heads. This skill uses fear as a weapon. When you brandish your weapon for the first time and every time you make an attack your weapon's threat range doubles until the beginning of next round (maximum once per round).
Heart Seeker- This skill may only be taken if the character's chosen weapon is a light piercing or slashing weapon or a rapier. Due the nature of the light produced to form a weapon it may be given a sort of mind of it's own via the same techniques as the animate skill. This does not allow free movement of the weapon itself but rather guides your hand to vulnerable spots in armor and the such. This acts as a sneak attack and adds 1D6 at first level and an extra 1D6 at each three levels thereafter. This effect may only be used twice per encounter.
Awareness- Your weapon may sometimes know a little more than you do in battle. With this skill it becomes aware of what is happening allowing one to react quicker, with more force and be more confident in his skills. Upon taking awareness one gets +1 to all saves while wielding his shining weapon. This ability may be taken multiple times and will stack.
Defensive Fighting- Once per round in which this character does not attack he may gain +2 to his armor class and -2 to attack bonus until the start of your next round.
Parrying Strike- This skill allows one to strike after dodging an attack. Once an opponent makes an attack and does not succeed you may make a reflex save countered the opponent's reflex save if he succeeds a Radiant Warrior with this skill may make an attack of opportunity against it's attacker.
Speed of Light- Due to the quickness of a Radiant Warrior's movement one with this ability does not provoke attacks of opportunity.
Slash and Dash- Upon taking this skill a Radiant Warrior becomes very skilled at combining the flash skill with combat. As a single standard action this character may perform a Flash and may continue to make combat as a free action.
Perpetual Motion- A Radiant Warrior with this skill just can't stop once he gets started. Upon a successful attack he moves up one spot in the turn line-up (once per turn). If the character is first in the lineup the next turn he may take an action first in the order and last in the order (Both provide a full round). After that turn the character's place is last in the order.
Slice and Dice- Once per round as a standard action a character with this skill may perform a flash. He may use this flash to travel through spots that are occupied by other characters. At the end of this action each other character in the path of this attacks receives an attack from the Radiant Warrior.
Weapon Master- Some Radiant Warriors decide to master more than one shining weapon and may switch between them at any time. Upon taking this skill one may chose another form for his Shining Weapon and take a standard action to switch between the two. This skill may be taken any number of times, for each one chooses a different weapon.
Hands of Death- Many younger warriors feel the need to trade practicality with style. This skill is often taken by these warriors, instead of creating a weapon separate from the individual "Hands of Death" allows one to create their chosen weapon as an extension from an arm. While such a weapon is attached it is impossible to lose grip of the weapon and you get a +2 to intimidate rolls. If the chosen weapon was a dagger you may instead chose to use claws to act as small daggers attached to the fingers.
Dual Wield- A character who acquires this skill learns to focus his energies into two separate weapons. This may only be used on one handed weapons and all penalties of dual wielding apply.
Reach- Light's innate form is not solid and making it so is a feat in and of itself but making it change to and from as an extended version of it's solidified self an entirely different and difficult feat. Upon taking this feat one's shining weapon can extend it's reach by 5 feet and return to normal size directly afterwards. This skill may be taken multiple times and stacks each time.
Shining Force- Using the power of force combined with his weapon a Radiant Warrior may deal damage to incorporeal creatures as if they were not incorporeal. Creatures immune to force effects are damaged as normal as the weapon is not made entirely of force, merely combined with it.
Grasping tentacles- This skill may only be taken if one has taken the "Hands of Death" skill. A Radiant Warrior with this ability may transform the weapon attached to his arm into a mass of writhing tentacles. By doing this it allows a better grip on opponents. When using this ability to grapple an opponent one gets +4 to his grapple checks.
-Level 3- Refract- By bending the light from his weapon around himself a radiant warrior who has taken this skill may turn himself nearly invisible to those with an untrained eye. Once per day plus once per point of constitution bonus a Radiant Warrior with this ability may become near invisible. To spot this character one must make a DC 23 spot roll or a DC15 search roll if the character knows what he is looking for. Attacking causes the character to break focus and become visible. This skill lasts one minute, at the end of that minute he must roll a concentration check equal to 15 + 1 per minute previously invisible.
Reflective Shield- One may only take this skill after taking the "Hands of Death" skill. Once taken this skill provides one of two types of protective shield chosen upon each formation. When choosing this shield one may decide between a widened extension of one's weapon arm for a +2 AC bonus or a fully formed shield on the other hand which provides a +3 AC bonus but prevents you from using that hand. Either way this shield is formed it instead of being formed of normal light is formed of a reflective material such as that of a mirror. This character is now proficient with this shield.
Decoy- Upon command you may have your weapon change shape into a humanoid shape similar to that of a golden form that is a level weaker than yours and command it. It is a fully physical being and may make attacks this form will last for 3 rounds plus an extra round per point of constitution bonus unless it is told to earlier. This skill can be used three times per day.
Light Extension- You are beginning to master the light that swells in you. With this ability while in golden form you are able to move one of your limbs/weapons through light to extend and or shift within 10 ft to catch your enemies by surprise. You may move you limb/weapons anywhere the light touches within 10ft. Also your limb/weapon will turn into light while using this ability but they can still be blocked or damaged in this form. You are only able to do this once per round and only your weapon/limb may move through the light with this ability.
Into the Looking Glass- This skill may only be taken if one has previously taken the "Reflective Shield" skill. Up to three times per day you may force any character who is looking into the reflective shield to attempt a DC 15 Will save. Upon failure the character becomes confined within the shield. Every 1D4 rounds a character confined by this skill may make a DC 20 Fortitude save to be ejected from the shield into an adjacent square to the Radiant Warrior. A player targeted by this skill may take a 10 on any of these saves. A character who is helpless cannot attempt saves against this skill. Only one character may be confined in a shield at one time and is ejected if the shield becomes non-existent.
The Dancing Sword- This elite skill is reserved for the masters of weapon bending. When used the weapon itself will twist and turn, swirling around it's owner striking at all enemies within distance. A single attack roll is made and compared to the AC of all enemies within reach. He get -5 attack against each enemy that is not in an adjacent square to his own. Unless otherwise allowed this cannot strike an enemy that is concealed. This skill takes a full round action to use.
-Thrown-(These skills may only be taken if you have a ranged weapon that can be thrown.)
That which was lost- Instead of waiting for a round to be over to retrieve his weapon a Radiant Warrior focuses in a thrown weapon may learn this skill which allows them not only to vanish his weapon as a free action but also allows him to reform it in his hand if it had been thrown the previous turn.
Precise Shot- You may throw your weapon at an opponent partaking in combat without suffering the usual -4 penalty. Furthermore upon a critical miss your allies may not be hit with the weapon accidentally.
Quick Zip- Upon taking this skill a Radiant Warrior gains speed while throwing his weapon, this allows one to hit the target more often. Upon taking this skill one gains a +2 attack bonus. This bonus does not stack.
Longshot- Thrown objects have a tendency to land short of an opponent, this will allow a thrown weapon to be chucked an extra 20 feet plus 10 extra feet for each point of constitution bonus by propelling it with energy from it's creator's hand.
By the Scruff of the Neck- You may decide to use this skill to spare an opponent's life. Before an attack against an opponent adjacent to a wall as long as you are facing that wall you may make a ranged attack, if you succeed this attack deals no damage and the opponent becomes grappled against that wall. This grapple acts as a normal grapple and lasts as long as you concentrate on doing it.
Gliding thrust- A character with this skill may take a action to make a single attack and flash along with the weapon to where it landed.
Swerve- Using this skill a Radiant Warrior may change the path of a thrown weapon slightly. When throwing a weapon at an enemy one may bend the attack 5 ft in any direction towards an enemy. Doing so would allow one to hit an enemy who is slightly behind an obstacle.
Fetch- A radiant Warrior with this ability may make a standard action to throw his weapon at an item 30 lbs. or less and have it pick up the item and bring it back to you while travelling like a boomerang.
Explosive Charge- Before attacking you may Specify that you are going to use this skill. Upon a successful hit the attack will deal an extra 2D6 of fire damage. This skill may be used a number of times per confrontation equal to one plus an extra time per point of constitution bonus.
Shrapnel Shot- Upon taking this skill a Radiant Warrior gains the ability to cause ranged attacks to explode hitting all enemies within a 5 ft. radius. When damaged you may roll an attack roll with a -4 Attack bonus.
Scatter Shot- This is not a skill for the weak, after long and arduous training a Radiant warrior who has specialized in thrown weapons can make ranged cone attack as a full round action to create numerous objects and send them flying at his foes. Make a single attack roll and compare it to all opponents within range that are not blocked by terrain nor other enemies. This ranged attacks' distance is equal to 1/2 the maximum range of the weapon.
Radiant Warrior's powers cannot be revoked. If he disobeys the orders of his elders there will be consequences that vary with severity from a slap on the wrist to the removal of limbs. If one runs from his responsibilities it is very common for him to be hunted by his family and killed as a traitor.
If one were to play a character that has disobeyed his family he should expect to be hunted If the DM sees fit, generally a single more powerful member of the family will be sent or a few rookie members, it is possible that they would hire mercenaries (though not assassins) to find him. The amount sent is usually to overpower that character alone, however; a group should stand a good chance against these encounters.
Epic Radiant Warrior
|21st||Flash Distance (2 X Distance +10)|
|22nd||Magnificent Blade (7)|
|23rd||God's Form (Once Per 6 days)|
|24th||Flash Distance (2 X Distance +20), Sun's Fury (4)|
|25th||Magnificent Blade (8), Bestow Gift|
|26th||God's Form (Once Per 5 days)|
|27th||Flash Distance (2 X Distance +30)|
|28th||Magnificent Blade (8)|
|29th||God's Form (Once Per 4 days)|
|30th||Flash Distance (2 X Distance +40), Sun's Fury (5)|
4+ Int modifier skill points per level.
Bestow Gift Upon 25th level a Radiant Warrior may unlock the innate powers of light within the essence of any creature. This may be done once a week and takes twenty minutes to complete. Afterwards if that character chooses they may start taking levels in the Radiant Warrior class.
Human Radiant Warrior Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Power Attack
Bonus Feats: Combat Expertise
Gear: 3 Pieces of parchment, ink, inkpen, Metal Flask, Common Lamp Gold: 150 gold
Playing a Radiant Warrior
Religion: Most Radiant Warriors worship gods on the good side of the scale most often one that revolves around light or the sun. Pelor is a natural choice for any Radiant Warrior but one may chose any god to worship as long as it does not deal with darkness. Some chose not to worship a god at all and merely worship the light itself as an entity.
Other Classes: Radiant Warriors prefer the company of other Radiant Warriors but get along well most members of the party. However, the characters that one does not agree with will generally cause one's naivety of the world to force his hands in unimportant matters. Any rouge-like characters who dwell in the darkness or spell casters who have the ability to create darkness will be considered dangerous by any Radiant Warrior and one will never let his guard down when dealing with such characters.
Combat: The usage of a Radiant Warriors skill allows him to become a powerful force. Powerful attack, AC, and the addition of skills such as the magnificent blade abilities make a Radiant Warrior most similar to the Fighter class.
Advancement: Occasionally a Radiant Warrior becomes curious enough to explore other opportunities in the outside world that most of their kind only dream of. Their natural affinity for light may cause some to attempt multiclassing as a Wizard to explore new ways to utilize light and the other elements growing further towards understanding of the world as a whole.
Radiant Warriors in the World
|“||Light is not just any tool, nothing else has both the power to dispel darkness and cast shadows||”|
|—Tsu Hao, Human Radiant Warrior|
Radiant Warriors are a rare breed often hidden from the outside world; however, when there are forces of darkness at work you can bet there will be a couple waiting for the right moment to strike it down before heading on to their next mission.
Daily Life: Wake up, put put the fire, head into the woods, find something evil, kill it, kill it's friends, kill it's parents, turn on the night light and hit the hay after a long day of justice.
Notables: Ellias the treacherous, Leaving the life of a Radiant Warrior he travelled far and wide attempting to understand the darkness he was killed by his own kin. This was the first individual to seek peace rather than war.
Organizations: Radiant Warriors keep together in societies separate from most others. They hunt and gather their own food and rarely require trading with other peoples. These societies generally are run with a single head leading the way chosen not by heritage but by his feats of power. These leaders see where it is fit to send others or others may request to travel alone and create their own quests.
NPC Reactions: Many NPCs don't know what to think of a Radiant Warrior in full armor having not seen anything of the sort before. Such a stunning sight may leave one anywhere from frightened to falling down on one's knees and worshiping him as a god (for less sophisticated people
Radiant Warrior Lore
Characters with ranks in Knowledge(History) can research Radiant Warriors to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Radiant warriors glow and are very pretty when they do so.|
|10||Radiant Warriors use light to form Weapons and armor. There are few non-human members of this class.|
|15||Radiant Warriors fight darkness wherever they can find it, they use light to form weapons and armor. It is very rare to find a Radiant Warrior who is not a human. There are places in which the majority of Radiant Warriors spend their days apart from the rest of the world.|
|20||Radiant Warriors are grand combatants who use nothing but the light created by the essence of themselves to form their weapons and armor. A warrior like this will eventually take on the characteristics of light itself and seek out darkness and destroy it wherever it may be. Radiant warriors are often born with this skill but others may have it bestowed upon them by the elders of their societies. This is why non-human Radiant Warriors are rather rare.|
Radiant Warriors in the Game
Radiant Warriors are horrible allies and even more horrible foes. It is always nice to have one on your team due to sheer power but may get you in trouble easily, they fear the darkness and often refuse to travel without a lantern at night and even more rarely sleep without illuminating the area first causing them to encounter foes at all hours. Beyond that a Radiant Warrior is often stuck up and think that he is better morally than the rest of the party. This can cause unwanted turmoil within a group causing it to encounter (entertaining) problems.
Adaptation: Radiant Warriors are usually strong close combat fighters, they can however decide to take a thrown weapon as their own and are from that point out able to access an entire different set of skills. (See thrown section of Magnificent Blade ability)
Sample Encounter: Late at night the party is putting off sleep to gain a little ground when a very angry light flashes into the clearing babbling nonsense about banishing the creatures of darkness then flails it's weapon wildly attempting to strike down it's new found foes