The last time I blogged, I detailed the Cult of the SummerKin, an organization of wemics and humans I created for an online contest. Here is the prestige class that I created for the Cult.
Across open plains and savannah, or from town to village to thorp, a cult of sun-worshipping humans and wemics hunt, trade, and roam. Among these SummerKin, the ones known as LightBrothers bask in the sun's rays, and they carry the summer with them all year long, bringing light, life, and warmth to the dark and the cold.
The LightBrothers emulate the sun by wearing full manes and beards that frame their faces -- an echo of how light streams out from the sun. Elves, half-elves, and women cannot be LightBrothers because they cannot grow such beards. Dwarves and half-orcs are usually too at-home in the dark to be sun worshippers. A number of humans have wholeheartedly adopted the old liontaur teachings. LightBrothers tend to be druids, clerics with the sun domain, rangers, and barbarians.
As NPCs, LightBrothers are beacons of light and warmth who radiate sustenance and hope. In times of plenty, they are joyful and peaceful. In adversity, they are life-bringers. They are gentle as sunbeams, and do not seek combat; on the other hand, they are glad when the chance comes to defeat the forces of darkness.
Hit die: d10
- Feats: Toughness, Endurance
- Skills: Survival 8 ranks, Perform 4 ranks, Knowledge (Nature) 2 ranks, Spot 2 ranks.
- Base Attack Bonus: +5
- Language: Wemic
- Special: Must be good in alignment and must wear a full beard. Also must be a member of the Summerkin Cult.
Table 1: LightBrother
.1....+0......+2.....+0.....+0.....Aura of Sustenance
.3....+1......+3.....+1.....+1.....Sun Healing 1/rnd
.4....+2......+4.....+1.....+1.....Walking on Sunshine
.6....+3......+5.....+2.....+2.....Sun Healing 2/rnd
.9....+4......+6.....+3.....+3.....Sun Healing 3/rnd
10....+5......+7.....+3.....+3.....Aura of Calm
Prestige Class Ethos: A LightBrother is devoted to spreading warmth, life, and joy. He also battles the forces of darkness when they cross his path, but he is not necessarily a crusader. A LightBrother must wear a full beard as well as a mane or full head of hair. A first level LightBrother's hair and beard gradually changes to a golden or red color, and he never fears going bald. If his hair is cut, he loses all special abilities until his hair grows back. And as SummerKin, LightBrothers accept the advantages and restrictions of membership in the cult.
Class Skills: Concentration (Con), Craft (Int), Diplomacy (Chr), Heal (Wis), Jump (Str), Knowledge (Nature) (Int), Knowledge (Geography) (Int), Listen (Wis), Perform (Chr), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis).
Skill Points per level: 4 + Int modifier
Weapon & Armor Proficiencies: LightBrothers are proficient in all simple and martial light weapons, and in light armor.
Spells: Beginning at 1st level, a LightBrother gains the ability to cast a number of divine spells, just like clerics and druids do, but with no spontaneous casting. The LightBrother spell list appears below. Note: If the LightBrother has other caster classes, then all caster levels stack when casting spells on the LightBrother spell list.
(all of the LightBrother's special abilities are supernatural effects)
Aura of Sustenance: At first level the LightBrother glows with a satisfying light. The light has two effects: (1) All living creatures (including the LightBrother) within 10 feet per level are sustained, and do not need food or drink. (2) The aura illuminates clearly within 5 feet per level, and with shadowy illumination within 10 feet per level (those with low light vision see clearly to ten feet per level and dimly to 20 feet per level). This illumination dispels any lesser darkness it touches and cancels out any darkness of equal level within the area of overlap. The aura of a 3rd level LightBrother dispels a 2nd level Darkness spell and nullifies a 3rd level Deeper Darkness where it overlaps. The aura cannot be turned off, so that in dim or dark areas the aura makes it practically impossible to hide. In direct sunlight the aura seems to disappear, since the sun outshines it, but its effects remain.
Radiance: At second level, when underground, at night, or in windowless rooms, the LightBrother radiates physical and spiritual warmth. The LightBrother and all allies within 10 feet per level gain cold resistance 1. They also gain a +1 sacred bonus on all saving throws, attack rolls, and damage rolls, as well as on all Charisma and Wisdom checks, including skill checks and Turn Undead checks. At fifth level and at eighth level this bonus rises to 2 and then to 3.
Sun Healing: At third level, when outdoors in the direct rays of the sun, the LightBrother gains fast healing of 1 hp per round. At sixth level that rises to 2 per round, and at ninth level, 3 per round.
Walking on Sunshine: At fourth level the LightBrother can walk on sunbeams at will as a free action, but only in the summer. Treat this exactly like the Airwalk spell, except that if the sun is no longer available (due to shadow, cloud, etc), then the LightBrother descends at 60 feet per round until he gently reaches the earth.
Summerstrike: In the summertime only, a seventh level LightBrother can choose to bless two light melee or thrown weapons he uses himself so that they take on the brilliant energy special ability. Once blessed, the weapons retain the special ability until the end of the summer. The power is only active when the weapons are used by the LightBrother.
Aura of Calm: The tenth level LightBrother’s aura Calms Emotions (as the spell) of all creatures, friend and foe, within 5 feet per level. The save DC is 10 + LightBrother level + Wisdom bonus. Those wishing to attack must save every round, whether they saved or failed the previous round. The effect ends only if the LightBrother attacks or rages, in which case the aura returns the next time the dawn sun shines on him.
Table 2: LightBrother Spell Progression
(When 0 spells are gained, only Wisdom bonus spells are granted.)
Lvl 0: Color Spray, Dancing Lights, Endure Elements, Entropic Shield, Flare, Light
Lvl 1: Continual Flame, Cure Light Wounds, Faerie Fire, Produce Flame, Resist Energy*
Lvl 2: Daylight, Heat Metal, Hypnotic Pattern, Remove Blindness/Deafness, Searing Light
Lvl 3: Fire Shield, Plant Growth, Protection from Energy*, Summon Monster IV**
Lvl 4: Rainbow Pattern, Summon Monster V**, Sunbeam
Lvl 5: Mass Cure Light Wounds, Summon Monster VI**, Sunburst
* effective only vs fire or cold
** lantern archons only
Epic LightBrothers: A 20th level character with 10 levels of LightBrother may advance beyond tenth level in the prestige class. Every third level, the LightBrother’s Radiance and Sun Healing powers improve. Radiance advances to +4 at level 11, +5 at level 14, +6 at level 17, etc. Sun Healing advances to 4/rnd at level 12, 5/rnd at level 15, 6/rnd at level 18, etc. Save DCs that depend on level also improve. In addition, the LightBrother gains a bonus feat every four levels, at LightBrother level 14, 18, etc.