
Lightbringers are the chosen servants of Evaine, devoted to battling evil and purging Migdalia of undead monstrosities. They are tireless, always seeming to be crusading against evil, rooting out a den of undead, or generally making life safer for more common folk. Many lightbringers take great pleasure in the simpler things in life, knowing all too well how quickly such things can be lost. This simplistic approach to life is tempered by a fierce hatred for evil and the undead, as well as a devout belief in the righteousness of their cause. As one would expect from priests of the goddess of courage, lightbringers are steadfast companions, and always seem to be the last ones to leave battle, ensuring the safety of the companions.Typically trusting, quiet individuals, lightbringers only seem to become truly angry in when faced with an undead menace or when confronted by blatant evil. At these times, otherwise reserved lightbringers become agents of divine punishment, neither asking for or giving quarter to their undead opponents. This fervor is present to some degree in every lightbringer, and multiple priests often stay in contact with each other, allowing them to respond to scattered reports of necromancy or vampirism with startling swiftness.
Clerics are the most common lightbringers, though a few fanatical rangers also adopt this class.
Hit Dice: d8
Requirements
In order to qualify to become a Lightbringer, a character must meet the following criteria.
Alignment: Lawful GoodPatron Deity: Evaine
Base Attack Bonus: +4
Skills: Knowledge (religion) 4 ranks, Sense Motive 4 ranks
Feats: God Touched, Iron Will
Spellcasting: Ability to cast 2nd level divine spells. Clerics who wish to become lightbringers must have access to the Sun domain.
Class Skills
The Lightbringer’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Jump (Str), Knowledge (nobility and royalty), Knowledge (religion) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting 1 +0 +2 +0 +2 Sun Spells, Bravery - 2 +1 +3 +0 +3 Light of Evaine, Crusader +1 caster level 3 +2 +3 +1 +3 Smite Evil 1/day - 4 +3 +4 +1 +4 Steady Gaze of Evaine +1 caster level 5 +3 +4 +1 +4 True Death, Daylight - 6 +4 +5 +2 +5 Smite Evil 2/day +1 caster level 7 +5 +5 +2 +5 Renewal of Dawn - 8 +6 +6 +2 +6 Wrath of Evaine +1 caster level 9 +6 +6 +3 +6 Smite Evil 3/day - 10 +7 +7 +3 +7 Mantle of the Sun +1 caster level
Class Features
All of the following are class features of the Lightbringer prestige class.
Weapon and Armor Proficiency: Lightbringers are proficient with all simple weapons, all types of armor, and with shields. Lightbringers are especially fond of using their deity’s favored weapon, a heavy mace.
Spellcasting: A lightbringer continues training with magic. Thus, at 2nd level and every other level thereafter, the character gains new spells per day and spells known as if she had also gained a level in whatever divine spellcasting class she belonged to prior to adding this prestige class. She does not, however, gain any other benefit a character of that level would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, etc).
Sun Spells: A lightbringer can pray for and receive any Sun domain spell as if it were on her divine spell list. The spell uses a spell slot of a level equal to its level in the Sun domain list.
Bravery (Ex): Lightbringers are fearless in the face of danger, and gain immunity to all fear effects.
Light of Evaine (Su): A lightbringer of 2nd level or higher is able to create dazzling beams of intense light, burning her enemies with Evaine’s holy fires. Each beam is 60 feet long and 5 feet wide, and deals 3d6 points of damage (double this amount if sunlight is harmful or unnatural to the creature, or if the creature is undead) and permanently blinds any creature caught within its area. Affected creatures may attempt Fortitude saving throws (DC 10 + the lightbringer’s class level + her Charisma modifier) to halve this damage and negate the blindness effect. This light results in the destruction of any undead creature specifically harmed by sunlight (such as a vampire) if it fails its save. The ultraviolet light generated by this ability deals damage to fungi, mold, oozes, and slimes as if they were undead creatures.Using this ability is a standard action. The lightbringer is able to create one beam of light per day, plus an additional number of beams per day equal to her Charisma bonus (if any).
Crusader (Su): A lightbringer is proficient in manipulating positive energy. His lightbringer levels stack with the levels of any other class with the turn undead ability for the purposes of turning undead. If the lightbringer is unable to turn undead, she gains this ability as if she were a cleric of her lightbringer class level.
Smite Evil (Su): At 3rd level , the lightbringer may attempt to smite an evil creature with one normal melee attack. She adds her Charisma bonus (if any) to the attack roll and deals one extra point of damage per lightbringer level. Should the lightbringer already possess the smite evil ability from another class, the character’s lightbringer levels stack with levels of that class to determine how much damage her smite attacks deal.The lightbringer can use this ability twice per day at 6th level, and three times per day at 9th level.
Steady Gaze of Evaine (Su): A lightbringer of 4th level or higher gains courage simply from being under the light of her goddess. So long as the lightbringer can see the sun in the sky, she adds her Charisma modifier as a morale bonus to her attack and damage rolls, as well as to her saving throws. In addition, so long as the sun is overhead, the lightbringer gains the benefits of both a death ward spell and an endure elements spell. This ability is in effect only while she can see the sun; the effect is suppressed any time she is deprived of the sun’s sight.
True Death (Su): Undead slain by a lightbringer of 5th level or higher, either by melee attacks or spells, can never rise again as undead. They are forever destroyed.
Daylight (Sp): At 5th level, the lightbringer gains the ability to cast daylight at will, as a spell-like ability.
Renewal of Dawn (Su): Dawn is a powerful symbol of rebirth and renewal. Lightbringers of 7th level and higher are able to tap into Evaine’s power during this time, healing themselves far faster than would normally be possible. Each morning, the lightbringer may spend one uninterrupted hour before dawn praying to Evaine. As soon as the sun rises after this prayer ritual, the lightbringer receives a powerful healing effect. Her hit points are fully restored, and her body is purged of any diseases, poisons, or curses affecting it. Any ability damage or ability drain she possesses is healed, as are effects such as blindness and deafness. If the lightbringer’s prayers are interrupted for even a single round, the attempt is ruined, and she must wait a full day to try again.
Wrath of Evaine (Su): Beginning at 8th level, any weapon wielded by the lightbringer has a chance to instantly destroy any undead she strikes. Each time the lightbringer scores a successful hit against an undead creature, the undead creature must attempt a Will saving throw (DC 10 + the lightbringer’s class level + her Charisma modifier) or be instantly destroyed.
Mantle of the Sun (Su): At 10th level, the lightbringer gains the ability to take on properties of the sun, radiating purifying light in a radius around her. Activating this ability is a standard action, and causes the lightbringer to radiate light so bright that it hurts to look upon her. Each round, all creatures within a 60 foot radius emanation of the lightbringer suffer 6d6 points of damage (double this amount if sunlight is harmful or unnatural to the creature, or if the creature is undead), and are permanently blinded. Affected creatures may attempt Fortitude saving throws (DC 10 + the lightbringer’s class level + her Charisma modifier) to halve this damage and negate the blindness effect.This light results in the destruction of any undead creature specifically harmed by sunlight (such as a vampire) if it fails its save. The ultraviolet light generated by this ability deals damage to fungi, mold, oozes, and slimes as if they were undead creatures. All darkness spells within range of this ability are instantly negated, regardless of their source.
This ability lasts a number of rounds equal to the lightbringer’s class level. During this time, she also gains both fire and cold immunity, and any creature attempting to attack her must attempt a Fortitude save ( DC 10 + the lightbringer’s class level + her Charisma modifier) or become blinded by her light. Averting or covering ones eyes provides protection against this effect, though the creature is then effectively blind with regards to the lightbringer.
Ex-Lightbringers
A lightbringer who willingly changes alignment or who ceases the worship of Evaine immediately loses all benefits of this class. Bright light now hurts the character’s eyes, and exposure to any light brighter than a torch blinds the character for one round, and leaves her dazzled during subsequent rounds. Natural sunlight actually damages the character, who suffer 1d6 points of damage each round she is exposed to it. She regains her abilities and advancement potential if she atones for her actions (see the atonement spell on page 201 of the Player’s Handbook).
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