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Post by The Hive Mind on Thu May 15, 2014 1:50 pm

In the old days, when Highwall was a center of learning and knowledge, its greatest defenders were members of the Order of Light, the lightbearers. Learned warrior-priests who served the Lost Gods and the cause of knowledge, the lightbearers were instrumental in the defense of Highwall during the first war with the Shadow and, although their numbers were severely depleted as a result, they continued to serve the city and pursued the cause of justice, peace, and good. The order was finally shattered when Highwall fell to the enemy, but the survivors have carried on, training succes- sors and struggling against the seemingly inevitable triumph of darkness.

Though Aryth’s connection to the divine realm is severed, members of the Order of Light nevertheless retain some small remnant of the divine spark. They can heal their allies and have preternatural power over both evil creatures and the Fell. They live as hunted criminals, aiding the forces of light and frustrating Izrador’s schemes wherever and whenever they can. They teach their followers the history of Aryth, of the coming of Izrador and of the many battles against the Shadow. Above all else, they teach hope and belief that the future may still hold victory against the Shadow. Even if Izrador has won his final victory on Aryth, the forces of light can and must oppose his will and dominion.

Some lightbearers still cling to the idea that Izrador can yet be defeated. Perhaps the gods can be contacted, perhaps Izrador’s centers of power can be destroyed, perhaps he can be delayed long enough for the dwarves and the Witch Queen to marshal their forces and strike back. Even the most optimistic lightbearer knows that this is a forlorn hope, but still they hold to it. In all of Aryth, the Order of Light is the place where the flames of hope still burn the brightest.

The order is very loosely organized, with individual lightbearers passing their learning on to followers and fighting against the enemy whenever they can. The order no longer has true leaders, for such individuals could be forced to betray their fellows. Each cell of lightbearers exists independently, fighting its battle alone with little or no contact with other members.

Hit Die: d10.



Alignment: Any good.
Skills: Knowledge (history) 8 ranks.
Feats: Leadership..
Special: Must have had another lightbearer as a mentor and teacher.

Class Level / Base Attack Bonus / Fort Save / Ref Save / Will Save / Special
1st --------------------+0 -------------+2 -------+0 --------+2 ------Cure minor wounds 3/day
2nd --------------------+1 -------------+3 -------+0 --------+3 ------Smite evil 1/day
3rd --------------------+1 -------------+3 -------+1 ---------+3 ------Cure light wounds 3/day
4th --------------------+2 -------------+4 -------+1 --------+4 -------Turn undead
5th --------------------+2 -------------+4 -------+1 --------+4 -------Cure moderate wounds 3/day
6th --------------------+3 -------------+5 -------+2 --------+5 -------Smite evil 2/day
7th --------------------+3 -------------+5 -------+2 --------+5 -------Cure serious wounds 3/day
8th --------------------+4 -------------+6 -------+2 ---------+6 ------Destroy undead
9th --------------------+4 -------------+6 -------+3 ---------+6 ------Cure critical wounds 3/day
10th -------------------+5 -------------+7 -------+3 --------+7 -------Heal 1/day, smite evil 3/day

Class Skills: Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomancy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (any) (Int), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), and Survival (Wis).
Skill Points at Each Level: 6 + Int modifier.

Class Features

Weapon and Armor Proficiency: Lightbearers are proficient with all simple and martial weapons, with all types of armor, and with shields (except tower shields).

Cure Wounds (Sp): A lightbearer can use his power to cast a cure spell three times per day. At 1st level, the lightbearer can use this power to cast cure minor wounds, but this improves to cure light wounds at 3rd level, cure moderate wounds at 5th level, cure serious wounds at 7th level, and cure critical wounds at 9th level.

Smite Evil (Su): Once per day, beginning at 2nd level, a lightbearer may attempt to smite evil with one normal melee attack. He adds his Wisdom modifier (if any) to his attack roll and deals 1 extra point of damage per lightbearer level. If the lightbearer accidentally smites a creature that is not evil, the smite ability has no effect but is still used up for that day. The lightbearer may use this ability 2/day at 6th level and 3/day at 10th level.

Turn Undead (Su): When a lightbearer reaches 4th level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + Wisdom modifier. He turns undead as a cleric three levels lower than his lightbearer level.

Destroy Undead (Su): At 8th level, the lightbearer becomes far more effective at battling undead. When determining the lightbearer's level for the purpose of destroying undead, count each lightbearer level as two. An 8th-level lightbearer, for example, would count as a 16th-level cleric for the purpose of destroying undead.

Heal (Sp): At 10th level, the lightbearer can cast heal 1/day as a spell-like ability.
The Hive Mind
The Hive Mind

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