Kyahaha, thread revival. I was bored.
So this is totally the Devoted Cleric from Neverwinter, adjusted to actually do impressive things on a D&D scale.
The class gets around 2 things per level, but many of these are upgrades to existing things, so it doesn't become a massive list. They're squishier than a Cleric, but good at survival.
They get a bunch of things that require different actions, they value Charisma and then Wisdom and then it's not terribly important after that. Medium BAB because they're not a frontline fighter and there's no need for them to *completely* abuse Zen Archery/Insightful Strike. They get a bunch of "other misc stuff" on top of their healing and Fire/Light/Positive damage so that they have things to do when people aren't fighting (and in later levels, things to do when people are fighting but are also flying or whatever).
Iori: no I won't be multiclassing Tokano into this. This is really just one of those "post things when bored, I guess creating
something is good enough" things.
Favoured Soul of Lathander (or Amaterasu or...)
Hit Die: 1d8
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Concentrate, Craft (Any), Decipher Script, Diplomacy, Gather Information, Intimidate, Jump, Knowledge (Any), Listen, Perform, Profession, Ride, Search, Sense Motive, Spot
Proficiencies: Light and Medium Armour, Shields (but not Great/Tower Shields), Simple Weapons, Flail, Warhammer, Heavy Flail, Halberd, Glaive
Alignment: nearly all are of some variety of Good alignment
Level | BAB | Fort | Ref | Will | Class Features
|
1 | +0 | +2 | +0 | +2 | Solar Brand, Weapon of the Sun, Burst of Sunlight
|
2 | +1 | +3 | +0 | +3 | Beam of Searing Light, Fiery Invective
|
3 | +2 | +3 | +1 | +3 | Words of Healing, Remove Fear
|
4 | +3 | +4 | +1 | +4 | Ward of Blinding Light, Vision of Righteousness
|
5 | +3 | +4 | +1 | +4 | Solar Seal, Augury
|
6 | +4 | +5 | +2 | +5 | Divinity, Fortunate Insight
|
7 | +5 | +5 | +2 | +5 | Ward of Binding Light, Healthy Glow
|
8 | +6 | +6 | +2 | +6 | Warmth of the Sun, Eternal Vigilance
|
9 | +6 | +6 | +3 | +6 | Flamestrike, Eternal Light
|
10 | +7 | +7 | +3 | +7 | Brand of Sunstroke, Grand Prophecy
|
11 | +8 | +7 | +3 | +7 | Positive Energy Surge, Phoenix Wings
|
12 | +9 | +8 | +4 | +8 | All-Revealing Light, Refreshing Heat
|
13 | +9 | +8 | +4 | +8 | Hammer of Righteousness, Field of Glory
|
14 | +10 | +9 | +4 | +9 | Vision of Impending Doom, Command Flames
|
15 | +11 | +9 | +5 | +9 | Shrivelling Heat Wave, Biding Warmth
|
16 | +12 | +10 | +5 | +10 | Incinerate, Supreme Foresight
|
17 | +12 | +10 | +5 | +10 | Heavenly Firestorm, The Sun Rises Anew
|
18 | +13 | +11 | +6 | +11 | Burning Skies, Radiance
|
19 | +14 | +11 | +6 | +11 | Blazing Chains, Eye of Heaven
|
20 | +15 | +12 | +6 | +12 | Aspect of the Sun
|
Solar Brand (Su): with a Standard Action, the Favoured Soul of Lathander may call upon a brilliant brand of positive energy and hurl it at a target within Medium Range. This requires a Ranged Touch Attack to hit. If it hits, the target is afflicted by
Faerie Fire for one minute, and during this time, they "leak" positive energy. Anyone who causes damage to the target regains lost hit points equal to the Favoured Soul's Charisma Bonus.
Weapon of the Sun (Su): any weapon wielded by the Favoured Soul of Lathander emits a bright glowing light - he can't suppress this other than by not wielding the weapon. On the plus side, all such weapons are automatically considered magical, gaining an Enhancement Bonus to attack and damage rolls of +1 per 3 hit dice (round up), and gaining the
Flaming quality.
Burst of Sunlight (Su): with a Full Round Action, the Favoured Soul of Lathander can channel the excess positive energy within, unleashing it in a 20' radius Burst: he designates any targets in the area (probably including himself) to receive the "gentle" positive energy, regaining hit points equal to 1d6 per 3 hit dice (round up). Undead cannot be designated in this way. Anyone not designated as such will instead receive the "harsh" positive energy, taking that amount in positive energy damage. A Fortitude Save (Charisma-based) negates this damage. Those who fail their save are also hurled back a number of 5' squares equal to the Favoured Soul's Wisdom Bonus (minimum 1).
After using this ability, he must wait for three rounds before using it again.
Divinity: if empowered by Divinity (see below), enemies who fail their save are also knocked Dazed for 1 round.
Beam of Searing Light (Su): at second level, the Favoured Soul of Lathander can focus his brilliant light into a beam. With a Standard Action, he may unleash a 5' wide Line out to Medium Range. All in the area suffer 1d6 Fire damage per hit die, with a Reflex Save for half (Charisma-based). Those who fail the saving throw are set on fire.
After using this ability, he must wait for three rounds before using it again.
Divinity: if empowered by Divinity (see below), he may elect to make the line 15' wide. Regardless, enemies who fail their saving throw are also Blinded for a number of rounds equal to his Wisdom Bonus (minimum 1).
Fiery Invective (Su): starting at second level, when the Favoured Soul shouts, people tremble in fear. And not just people. He may use the Intimidate skill against Undead without penalty. If it would normally be enough to provide a condition or penalty (such as successfully demoralising a foe), he is considered to have successfully Turned the Undead (as a Cleric using Turn Undead). Indeed, if he has twice as many hit dice as the Undead, they are Destroyed.
Words of Healing (Su): at third level, the Favoured Soul of Lathander literally gains the ability to speak to people in a way that fills them with energy. With a Standard Action, he may grant Fast Healing equal to his Charisma Bonus to a number of allies within Close Range equal to his hit dice plus his Wisdom Bonus (if positive). They must be able to hear him to benefit from this, though they needn't understand him. The Fast Healing lasts for one minute, and using it again before the minute is up merely refreshes the duration, it does not stack the Fast Healing up.
Divinity: if empowered by Divinity (see below), the amount of Fast Healing is doubled, it lasts for 1 minute per hit die, and everyone affected instantly regains lost Hit Points equal to his bonus to Diplomacy checks.
Remove Fear (Sp): at third level, the Favoured Soul of Lathander can cast
Remove Fear at will. He's just so shiny and bright that people feel brave at the sight of him.
Ward of Blinding Light (Su): starting at level four, the Favoured Soul learns how to place glowing wards that are effective in making foes keep away: with a Full Round Action, he can designate a 10' radius circle on any flat surface within Medium Range. This lasts for one minute or until triggered, whichever comes first. It cannot be used again for one minute, regardless of whether or not it is triggered.
A foe who touches the warded area triggers it: there is a bright flash of light, and the creature suffers 1d10 Light damage, plus the Favoured Soul's hit dice, and is Blind for three rounds. Adjacent creatures take no damage, but must pass a Fortitude Save or also be Blinded for the duration. If multiple creatures touch it simultaneously (such as by placing the ward beneath them to start with), they all are treated as triggering it.
Divinity: if empowered by Divinity (see below), then any creature that triggers this is bathed in light that renders their armour useless: for the three rounds, even if they are immune to the Blindness aspect, all attacks against them are resolved as Touch Attacks.
Vision of Righteousness (Sp): at level four, the Favoured Soul of Lathander gains the ability to cast
Charm Person once per day as a Spell-Like Ability. The target must see him, but he needn't speak or make any fancy gestures. The Save DC is 10 + half his hit dice + his Charisma Bonus.
Solar Seal (Su): at fifth level, the Solar Brand of the Favoured Soul becomes more powerful, cutting through certain defences: if it hits, he may make a Dispel attempt (using his hit dice as his caster level, with no limit) against any effects on the target (roll once). Additionally, the target becomes Flat-Footed until their next turn.
Augury (Sp): at level five, the Favoured Soul of Lathander can cast
Augury once per day as a Spell-Like Ability.
Divinity (Su): at sixth level, the Favoured Soul's divinity starts to spark and flare. Any time he suffers damage from an enemy attack or effect, he may spend an Immediate Action to gather his divine energy. This lasts for three rounds, or until spent, and doesn't do anything until it is spent. It may be used to improve the power of certain class features (where specified), or gain an extra use of a Spell-Like Ability granted by this class that normally has a limit on its uses. In both cases, spending Divinity is part of the action of activating the ability.
Fortunate Insight (Su): the sixth-level Favoured Soul sees all - even glimpses of the future are revealed to her, so far-reaching is the light. At the start of every day, he may select a single skill except for Use Magic Device. The first time during that day where he is required to (or chooses to) make a Skill Check for that skill, this ability activates, granting a Competence Bonus to the check equal to half his hit dice (round up). If the skill cannot normally be attempted untrained, or can only reach certain results when untrained, this limitation is ignored when using this ability.
Ward of Binding Light (Su): at level seven, the Favoured Soul's Ward now unleashes physical ropes or chains. Even though they appear to be made of light, they are a powerful energy effect. Creatures that trigger the Ward must pass a Reflex Save (Charisma-based) or become Entangled for three rounds and catch fire. If empowered by Divinity, they are instead rendered
Helpless for three rounds if they fail the save.
On their own turn, they may attempt a Strength or Escape Artist check, even if Helpless, against the Save DC. Success causes them to escape the Entangled/Helpless condition from the bindings, although any other effects from the Ward remain in effect.
Healthy Glow (Su): positive energy constantly leaks out of the seventh-level Favoured Soul of Lathander. He has a permanent Enhancement Bonus to Constitution of +1 per 3 hit dice (round up), Fire and Cold Resistance equal to his hit dice, and he may add his Charisma Bonus to saving throws against Poison and Disease. With an Immediate Action, he may pass the Resistances and Save Bonus to an ally within Close Range, lasting until the start of his next turn.
Warmth of the Sun (Su): the eighth-level Favoured Soul is warm and fuzzy. At the beginning of each of his turns, he recovers from a single point of ability damage or drain. By spending a minute focusing really hard, he can extend this healing light out so that all adjacent creatures also remove a point of ability damage or drain.
Eternal Vigilance (Ex): at level eight, the Favoured Soul of Lathander no longer needs to sleep. Furthermore, as though he actually were the sun itself, he
cannot sleep, and is immune to sleep effects.
Flamestrike (Sp): once per day, the ninth-level Favoured Soul of Lathander can call down an explosive pillar of flame, casting
Flamestrike as a Spell-Like Ability. The Save DC is 10 + half his hit dice + his Charisma Bonus, and there is no level cap to its advancement.
Eternal Light (Su): at level nine, the light in the Favoured Soul's eyes never stops shining. He can never be rendered Blind, he can see invisible things as though they were visible, unless they are actually on a completely different plane, and he can see even in magical darkness.
Brand of Sunstroke (Su): at tenth-level, the Favoured Soul of Lathander improves is Solar Brand once more. Now, the target must pass a Fortitude Save (Charisma-based) or become Fatigued. This lasts for the usual duration, and can indeed stack up to the Exhausted condition.
Grand Prophecy (Sp): once per day, the tenth-level Favoured Soul can cast either
Clairvoyance (not
Clairaudience),
Legend Lore or
Communion. That's how good his insight is.
Positive Energy Surge (Su): the eleventh-level Favoured Soul of Lathander gains the ability to, once per minute, unleash a pulse of positive energy that reverberates, gradually growing weaker. With a Full Round Action, he may cast
Mass Cure Serious Wounds. However, on the following round, all targets then enjoy a
Cure Moderate Wounds. The round after that, they gain a
Cure Light Wounds effect, and finally a
Cure Minor Wounds effect.
Divinity: if empowered with Divinity, the effect is instead a Maximised
Mass Cure Critical Wounds. The second round they gain a regular
Cure Critical Wounds each, then
Cure Serious Wounds and finally
Cure Moderate Wounds.
Phoenix Wings (Su): when necessary, the eleventh-level Favoured Soul can fly. With a Standard Action, he may sprout wings of flame. These provide even more light, and grant him a 100' Fly Speed with Average Manoeuvrability. It lasts until he chooses to end it with a Swift Action, wanders into an Anti-Magic Field, or loses consciousness.
With a Casting Time of "1 round", he may fan the flames of his wings, striking a foe with super-heated air. This duplicates a
Parboil effect (Charisma-based).
All-Revealing Light (Su): at level twelve, it is impossible to deceive the eyes of the Favoured Soul of Lathander. He gains a constant
True Seeing effect. Furthermore, any time he focuses his gaze with a Standard Action, he creates a Cone out to Medium Range. Everyone gains the same benefits when looking at the area within that cone.
Refreshing Heat (Su): at level twelve, the Favoured Soul's Words of Healing now grant another benefit: all subjects gain the benefits of a
Lesser Restoration effect. If it is empowered by Divinity, they instead gain the benefits of a
Greater Restoration effect.
Hammer of Righteousness (Su): at level thirteen, the
Flamestrike of the Favoured Soul of Lathander carries a brilliant concussive force, or maybe it just fries people's brains. At any rate, it deals full damage to objects, ignoring Hardness, and foes who fail their saving throw against it are Stunned for one round.
Field of Glory (Su): at level thirteen, the Favoured Soul can create small pockets of positive energy, links to that powerful Inner Plane. With a Standard Action, he creates a 30' radius Spread within Medium Range, and that area glows with soft light for the next minute. Any energy that originates from, passes through, or ends in this area becomes Positive energy - the kind that restores hit points to most living creatures. For the most part, energy that passes along (such as a Ray, Orb, Cone or Line) enters the area, is converted and then keeps moving (in the converted form), even if it leaves the area. Things such as Bursts and Blasts that originate out of the area will expand in their normal way, with only the overlapping area being converted.
This cannot be used again until one minute has passed. Note that Bludgeoning, Slashing and Piercing damage work just fine.
Vision of Impending Doom (Sp): at level fourteen, the Favoured Soul gains the ability to show people their own foreseen failure - and then make it happen. Once per day, he may designate up to one foe per level within Medium Range, and with a Standard Action, force them to all attempt a Will Save (Charisma-based) against a [Fear] effect. Any who fail become Panicked for a number of rounds equal to his Wisdom Bonus.
Command Flames (Su): at level fourteen, the Favoured Soul of Lathander is finally immune to Fire damage, as flames just refuse to harm him. Furthermore, once per day he may cast
Dominate Monster (Charisma-based), but the target must be an Elemental or Outsider, and must have the [Fire] Subtype. It has a duration of one hour.
Divinity: even though the Dominate effect is not a Spell-Like Ability, Divinity may be spent to use this again beyond the daily limit.
Shrivelling Heat Wave (Su): at level fifteen, the Favoured Soul's Beam of Searing Light now causes flesh to wither, and invokes a deep fear inside Undead. Living creatures that fail their saving throw become Fatigued (for the normal duration of Fatigue), and Undead that fail the save are instantly Turned, as though by a Cleric with hit dice equal to his own (including Destroying them if they have few enough hit dice).
Biding Warmth (Sp): once per day, the fifteenth-level Favoured Soul of Lathander may bless his team with healing energy that is yet to arrive. Up to one target per hit die has a
Contingency placed upon them of "taking damage", with the effect being a
Heal spell.
Incinerate (Sp): at level sixteen, the Favoured Soul can make people die in a fire. With a Full Round Action, he designates a target within Close Range, which may be an Undead or an object or whatever, and they must make a Fortitude Save (Charisma-based). This is a [Fire] effect, but not a [Death] effect, so creatures with Fire Immunity are immune. If the subject fails the save, they are obliterated in flames, leaving only some ash behind.
Supreme Foresight (Su): the sixteenth-level Favoured Soul of Lathander sees things before they happen. The first time each day that he is required to roll Initiative (or subject to a surprise round, on either side of the surprise), his foresight kicks in: if there is a Surprise Round, he gets to act in it. He may also add his Wisdom Bonus as an Insight Bonus to his Initiative check, Armour Class and Reflex Saves for the duration of the encounter.
Heavenly Firestorm (Sp): at level seventeen,
Flamestrike becomes more terrifying: it now unleashes a Flamestrike once per round, for a number of rounds equal to the Favoured Soul's Charisma Bonus (with a minimum of one). It does not have to hit the same area each time, and he can choose to end the effect early - but not to simply resume it later. Continuing, Re-aiming or Ending the effect does not take an action, but even through the use of Divinity, he still can't invoke a second
Flamestrike until the first one finishes all repetitions or is cut short. Foes are only Stunned from the first one, not the "repetitions".
The Sun Rises Anew (Su): the seventeenth-level Favoured Soul of Lathander is almost impossible to truly kill. The sun sets every night, but no matter how hard the Drow try, it just rises again the next day. Likewise, if the Favoured Soul is ever killed, but not reduced to dust or ash, then the next time the sun rises, then he is brought back without level loss or any such effects, as though by True Resurrection. If his remains are in an Anti-Magic Field when the sun rises, this effect fails and he is gone for good - or until someone else brings him back.
Burning Skies (Sp): at level eighteen, the Favoured Soul of Lathander flat-out ignores the daily limit on
Flamestrike, not needing to use Divinity to get around it. It can be used at will, providing it is not currently in effect at the start of his turn. Furthermore, he may choose to increase the area to a 50' radius and 500' tall Column.
Radiance (Su): the eighteenth-level Favoured Soul gains a Gaze Attack: all who meet his gaze, fail to shield their eyes and fail a Fortitude Save (Charisma-based) are rendered permanently Blind. He can suppress or resume this at will with a Swift Action.
Eye of Heaven (Sp): at nineteenth level, the Favoured Soul of Lathander can see pretty much anything he wants to see, kind of like Magenta. Once per day he may cast
Greater Scrying. The Save DC is 10 + half his hit dice + his Charisma Bonus.
Blazing Chains (Su): at level nineteen, the Favoured Soul's Ward of Blinding Light now sends blazing beams of light arcing out: when it is triggered, all creatures within 10' of the Ward must pass the Reflex Save or be rendered Entangled/Helpless, and targets that fail the save can no longer attempt to break free (whether by Strength or Escape Artist) on their own turn.
Aspect of the Sun (Ex): at level twenty, some people actually mistake the Favoured Soul of Lathander for the Sun. He always has Divinity, and thus can constantly spend it on every single thing he does forever. Additionally, any time he suffers any damage but is not killed, he immediately benefits from a
Heal effect.