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| Andramadus07-07-07, 07:54 AM | xThe Light Bringer (Total Package LA +8) Everything is the exact same as a vampire, with the flavor changed Each level in a template class increases the character's level adjustment by +1, just as would a level of any other character class. "Light Bringer" is a fairly common acquired template among adventurers. When an adventuring party is attacked they are saved by a Light Bringer, those blessed by its special abilities may rise as Light Bringer themselves if the proper measures are taken. If the Light Bringer template is applied to such a character, she would be etherial for a time, then return to a tenuous life, slowly succumbing to the riteous lure of the Light Bringer's will to battle evil, sharpened senses, and good nature. Table 1: The Light Bringer Template Class Level CR Special 1 +0 Karma drain (lesser 1 point), (resistances 5), spawn slavery , spider climb, Light Bringer bonus feats (Alertness, Dodge)Karmic energy drain (lesser 1 level), natural armor +2 2 +0 Str +2, Karma drain (moderate 2 points), fortification (light 25%), Light Bringer bonus feats (Improved Initiative, Lightning Reflexes), Light Bringer skills +2 3 +1 Cha +2, Dex +2, dominate (1/day),Karma drain (moderate 2 points), fly 20ft in etherial form (1/day), (resistances 10), natural armor +2 4 +1 Str +2, Polymorph Self, karma drain (greater 1d4+1), dominate (3/day), natural armor +2, Light Bringer skills +4 damage reduction 5/gold and magic 5 +1 Wis +2, children of the light (lesser), light santuary(greater), dominate (3/day range +30ft), fortification (50%), etherial form (moderate) 6 +2 Int +2, Str +2, fast healing 1, natural armor +2, Light Bringer skills +6 7 +2 Dex +2, children of the light (greater), create Light Bringer spawn (lesser), dominate (at will), etherial form (greater), Light Bringer bonus feat (Combat Reflexes) 8 +2 Cha +2, Polymorph Self, create Light Bringer spawn (greater), damage reduction 10/gold and magic, energy drain (greater 2 levels), fast healing 5, natural armor +2, turn resistance +4, Light Bringer skills +8 Light Bringer Template Class Features All of the following are class features of the Light Bringer template class. Ability Score Changes: The ability score in question increases or decreases by the indicated amount. Ability score increases are unnamed bonuses that stack with all other bonuses. At first level con becomes 0. Karma Drain (Ex): Starting at 1st level, a Light Bringer can attempt to graple a victim with his hands and drain negative karma. If the Light Bringer makes a successful grapple check and pins the foe, it drains Karma, dealing 1 point of wisdom damage each round that the pin is maintained. With each such successful attack, the Light Bringer gains 1 temporary hit point. At 4th level, the Light Bringer has mastered the art of drawing evil Karma from a victim. His Karma drain attack deals 1d4 points of wisdom drain, and he gains 5 temporary hit points with each successful drain. Sometimes someone may willingly undergo the transformation, gaining the power to do great good, in which the master drains away the evil Karma by placeing a hand on the shoulder, head, or hand of the diciple until the wisdom is zero, the next day the transformation occurs and wisdom returns to normal. Resistances (Ex): At 1st level, the Light Bringer gains cold resistance 5 and electricity resistance 5. When he reaches 3rd level, each of these resistances increases to 10. Spawn Slavery (Su): Typically, a Light Bringer is created when another Light Bringer drains its mortal body of all evil wisdom. Once the wisdom reaches 0 the transformation occurs. A Light Bringer created in this fashion is under influence of the master Light Bringer dominate ability, even if it is normally immune to mental control or mind-affecting effects. This control lasts until the master is destroyed, or they petition for a quest of freedom. A petition once asked cannot be denied by the master. The master must select a task within the ability's of the Light Bringer to accomplish in order for freedom to be obtained. Tasks are equal to CR of the Light Bringer nothing higher. More than one task may be assigned. But should be no more than half the CR of the Light Bringer, no more than 4 quests may be assigned. Light Bringers created through other circumstances (such as holy rituals or magical effects) are not under this sort of control. Spider Climb (Ex): Beginning at 1st level, the Light Bringer can climb sheer surfaces as though with a spider climb spell. Light Bringer Bonus Feats: At 1st, 2nd, and 7th level, the Light Bringer gains the feats indicated on Table SP-1, assuming that he doesn't already have them. If the Light Bringer doesn't meet the prerequisites (if any) for a bonus feat, he gains the feat but cannot use it until he does meet the prerequisites. Fortification (Ex): When the Light Bringer reaches 2nd level, his internal fill with bliss and light, organs begin to cease functioning as they become unnecessary to his altered metabolism. His body becomes timeless and does not age. This process makes him less vulnerable to critical hits, sneak attacks, and other attacks that target a creature's vital spots. The Light Bringer is treated as if he had the light fortification armor property active at all times. This ability gives him a 25% chance to turn a critical hit or sneak attack against him into a normal attack. If the Light Bringer already has fortification from another source (such as a spell or magic item), use the better value. At 5th level, this ability becomes moderate fortification (50% chance to turn a critical hit or sneak attack into a normal attack). Light Bringer Skills: At 2nd level, a Light Bringer gains a +2 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. This bonus increases to +4 at 4th level, to +6 at 6th level, and to +8 at 8th level. Light Sanctuary (Ex): Upon reaching 3rd level, a Light Bringer chooses a lighted room or area or similar small enclosed space as his primary resting place. Thereafter if he is brought to 0 or fewer hit points while in darkness, he is forced to assume etherial form immediately and flee for light so that he may heal. If the Light Bringer assume's etherial form, and is below 0 hp he cannot stop being etherial until he is at least 1hp. Any damage dealt to the Light Bringer after he is forced into etherial form has no effect. A Light Bringer in etherial form that finds a light source has fast healing 1. A 5th-level or higher Light Bringer resting light has fast healing 5. Dominate (Su): At 3rd level, a Light Bringer gains the ability to crush another creature's will just by looking into its eyes. This ability is similar to a gaze attack, except that the Light Bringer must use a standard action, and those merely looking at him are not affected. Anyone the Light Bringer targets must succeed on a Will save or fall instantly under his influence, as though via a dominate person spell (caster level 12th). The ability has a range of 5 feet and is usable once per day. At 4th level, the Light Bringer can use this ability three times per day at a range of 10 feet. At 5th level, his range increases to 30 feet. At 7th level, the Light Bringer may use his dominate ability at will. Light Bringer (Su): Starting at 3rd level, a Light Bringer can assume etherial form as the spell (caster level 5th) once per day as a standard action. He can remain in etherial form for up to 10 minutes. A etherial Light Bringers fly speed is 20 feet. At 5th level, a Light Bringer can assume etherial form three times per day. At 7th level, he may become etherial at will and remain in etherial form indefinitely. Slam: At 3rd level, the Light Bringer gains a slam attack if he didn't already have one. If he is a Medium creature, his slam deals damage according to the following table. Size Damage Fine 1 Diminutive 1d2 Tiny 1d3 Small 1d4 Medium 1d6 Large 1d8 Huge 2d6 Gargantuan 2d8 Colossal 4d6 Polymorph self (Su): At 4th level, a Light Bringer can Polymorph Self as a standard action. While in his alternate form, the lightbringer loses his natural slam attack and dominate ability but gains the natural weapons and one extraordinary special attack of his new form. He can remain in his alternate form until he assumes another form or until the next sunrise, whichever comes first. At 8th level, the Light Bringer can also take the form Huge Dire Loin or Roc. They gain all abilitys of the new form. Natural Armor Improvements: At 1st, 3rd, 4th, 6th, and 8th level, the Light Bringers natural armor bonus increases by +2. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +2 at 4th level, to +4 at 6th level, and finally to +6 at 8th level. Light Bringer Aversions: The Light Bringer gains aversions of a holy kind. He cannot tolerate the strong odor of long left rotten flesh and cannot enter an area laced with it, or become sickened without a saving throw. Similarly, he recoils from cursed items or a strongly presented unholy symbol. These items don't harm the Light Bringer -- they merely keep him at bay. A recoiling Light Bringer must stay at least 5 feet away from a creature holding the unholy symbol or cursed item and cannot touch or make melee attacks against that creature for the rest of the encounter. Holding a Light Bringer at bay requires a standard action. Most Light Bringer are also unable to cross graveyards, unless there is a evil or chaotic presence within. Although they can be carried over it while resting with a light nearby or move at half speed on thier own. If there is evil present/chaotic presence this effect is negated. Light Bringers are unable to enter a holy home or other building of law unless invited in by someone with the authority to do so. They may freely enter public places, since such areas are by definition open to all. Children of the Light (Su): Light Bringers command the lesser creatures of the world. Starting at 5th level, a Light Bringer can call forth a silver swarm of scarab beetles, a soulsprk swarm(same as bat swarm), or 1d3 lions as a standard action once per day. The creature or creatures arrive in 2d6 rounds and serve the Light Bringer for up to 1 hour. At 7th level, the Light Bringer can call forth 1d6+1 scarab swarms, 1d4+1 soulspark swarms, or a pack of 3d6 lions. The creatures arrive and serve as above. Damage Reduction (Su): At 5th level, a Light Bringer gains damage reduction 5/gold and magic. At 8th level, this protection increases to damage reduction 10/gold and magic. A Light Bringer natural weapons (the slam attack, for a humanoid Light Bringer) are treated as magic weapons for the purpose of overcoming damage reduction. Darkness & Unholy Water Vulnerability: A Light Bringer exposed to complete Darkness is disoriented. While in this condition, he can take only a single move action or attack action in a round, and 3 full rounds of such exposure he begins to take damage 1 per round. Similarly, immersing a typical Light Bringer in unholy water robs it of 5 of its hit points each round. Fast Healing (Ex): Beginning at 3rd level, a Light Bringer heals 1 point of damage each round so long as he has at least 1 hit point, whether or not he is resting in his coffin. A Light Bringer reduced to fewer than 0 hp or an is automatically forced into etherial form and must retreat to a light source At 8th level, a Light Bringers fast healing increases to 5. Karma Energy Drain (Su): When the Light Bringer reaches 1st level, any creature hit by his slam attack (or any other natural weapon he might possess) gains one negative level. For each negative level so bestowed, the Lightbringer gains 5 temporary hit points. He can use his energy drain ability once per round. This ability works on all creatures includeing undead and constructs. At 8th level, the Light Bringers slam attack (or other natural attack) bestows 2 negative levels. Humanoid form: All lightbringers take on a human, dwarf, elf, elan, aasimar, planetouched, or other common player races. Always a good looking form regardless of what creature they were before. There are no monstrous looking Light Bringers. Undeath: Upon 1st level gains the undead type, with all of its normal benefits. He no longer has a Constitution score, and he loses any Constitution bonus or penalty on hit points, saving throws, or skills that he may previously have had. He uses either his Charisma modifier or his Constitution modifier (+0), whichever is better, for all skills, save DCs, and other quantities that previously incorporated his Constitution modifier. The Light Bringer becomes immune to many attacks but is subject to turn undead attempts, but not rebuke. All of his current and future Hit Dice increase to d12s. (Rather than rerolling all the character's Hit Dice, you can simply add 4 hit points for every d4 Hit Die the Light Bringer previously had, 3 hit points for every d6 Hit Die, 2 for every d8, and 1 for every d10, if desired.) The Light Bringer immediately becomes good and subject to the special rules for alignment. A evil cleric which was evil, becomes a Light Bringer good cleric even if his deity does not accept good clerics, because he finds that the powers of heaven now channeled through him replenish his spells. Select new domains if appropriate. A Light Bringer cleric who could normally rebuke undead loses that ability but gains the ability to turn undead, and one who can spontaneously convert spells into inflict spells now converts them into cure spells. A Light Bringer sorcerer, wizard, or other character who has a familiar is shunned by his old companion, but he can acquire a new one of those creatures to replace the previous familiar. Create Light Bringer Spawn (Su): A humanoid or monstrous humanoid slain by a 7th-level or higher Light Bringer energy drain attack rises as a Light Bringer spawn the next day. If the Light Bringer instead drains the victim's wisdom to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a Light Bringer if it had 5 or more HD. In either case, the new Light Bringer or spawn is under the command of the Light Bringer that created it and remains so enslaved until its master's destruction. Or quest is undertaken. At any given time, a Light Bringer may have enslaved spawn whose Hit Dice total no more than his own. Any spawn he creates that would exceed this limit can be created either as free-willed Light Bringer or as Light Bringer spawn, at the creator's option. If he chooses the latter option, he must immediately free one or more spawn of his choice until the total Hit Dice of his existing enslaved spawn would allow the addition of the desired new one. Once freed, a Light Bringer or Light Bringer spawn cannot be enslaved again. An enslaved Light Bringer may create and enslave spawn of its own, so a master Light Bringer can control a large number of lesser Light Bringers in this fashion. At 8th level, the Light Bringer may have enslaved spawn whose Hit Dice total no more than twice his own Hit Dice. Turn Resistance (Ex): At 8th level, a Light Bringer gains turn resistance +4. He is treated as an undead 4 Hit Dice higher than his normal total for the purpose of turn attempts. Level Adjustment for everything +8 |
| Thomar_of_Uointer07-07-07, 10:48 AM | Umm... It's a Good X. And yeah, that's a bad thing in my opinion. If I were making a reverse vampire, I would also invert their basic premise. Instead of a blood-sucking fiend who feeds on the living, you could make a creature that consumes negative energy in other undead, or a creature that instead of creating spawn and fighting in huge numbers instead focuses power within itself. There's also the deathless type from Eberron that would be useful, as it lets them be healed by positive energy. Also, I'd like to see their stat block or "X as characters" entry. This is really a monster, even if you've given them a progression, and the progression format is horrible to look at when you're determining LA. |
| Andramadus07-08-07, 11:49 PM | Anyone have any ideas on the creation of these holy beings? |
| Andramadus07-26-07, 08:51 AM | *Bump* I think I want to use this in a campaign. Can anyone "Peach" it? |
| Lawlicron07-26-07, 05:27 PM | Post it in the monster forum, they'll take a good look at it. But if your intending players to play with this don't be surprised if no one ever does. I know I couldn't stomach an LA+8. |
| Shedeo07-27-07, 08:14 AM | I like the concept, but agree with Lawlicron. Post it over in the Monsters forum. Also, stay as far away as Deathless as you possibly can. Its entire reason for being is because some people can't use their imaginations to create Undead that aren't icky and therefor, aren't evil. Just make 'em undead and say that they're healed by positive energy rather than negative energy. (This comment isn't directed at ANYBODY, and is just my God-honest opinion.) |
| Grumman07-27-07, 04:21 PM | Like Thomar, I see this as a Very Bad Thing, and not just because it is a Good!Vampire: Gold weapons are far rarer than Alchemical silver weapons. Total darkness is rarer than sunlight, and has less effect on the anti-vampire. One point of damage per round? Wow, that cancels out 1/5th of its fast healing. A vampire is completely destroyed by running water in three rounds. Your anti-vampire requires complete immersion in magically prepared water, and all this does is cancel out its fast healing. Scarab swarms are far more powerful than rat swarms. I take it you failed to notice scarab swarms are CR 10, while rat swarms are CR 2? Also, the Fiend Folio clearly states that "scarab beetles are not very fond of sunlight or intense heat". How do they fit the theme of a creature that cannot stand darkness? Or a swarm of beetles that eats people alive, for that matter? |
| TheHarrow07-27-07, 10:46 PM | I like the concept BUT if you turned it into a creature that hunts undead to drain their negative energy (as someone already suggested) it would at least have the feel of a vampire and night a celestial favored soul, capice? To sum it up, its just ok right now. Twist the fluff and make the flavor a little darker or at least more predatory and then you'll get more positive responses. |
| Braekor Dragonfang07-28-07, 09:36 AM | IMHO, this creature shouldn't get Spawn Slavery or Dominate if it's supposed to be good or even neutral, because robbing people of their free will, whether they're good or evil, is textbook Lawful Evil behavior |