Post by The Dungeon Master on Nov 7, 2008 11:05:26 GMT -5
Guild: The Lightbringers are an expansive guild of undead hunters that readily hands out charter memberships to anyone who wants to stamp out undead. The Lightbringers have no central headquarters. Generally affiliated good-aligned temples in large cities set aside meeting rooms for those who sign the guild’s charter. Pelor’s temples are best known for hosting Lightbringers – believers and nonbelievers alike.
Symbol: The Lightbringers' symbol is a stylized half-sun, half-moon disc.
Credo: "Suffer no false life."
Being a Lightbringer: The Lightbringers' organization requires a prospective member to have 4 ranks in at least one of several associated skills (see below). The guild accepts all classes, levels, and races. The initiation fee and annual dues are 100gp, donated to the affiliated temple housing the local Lightbringers chapter. Every guild member makes a commitment to slay undead (level of commitment is up to the member), and is accountable only to the local chapter.
Associated skills: Concentration, Gather Information, Heal, Knowledge History, Knowledge Local, and Knowledge Religion.
Benefits: Guildmembers receive the following benefits:
- Food and lodging at an affiliated Temple in a large city
- 10% discount on basic supplies and guild services
- One free restoration spell per week from an affiliated temple as long as the conditions requiring the casting were caused by undead.
- +2 bonus on Diplomacy and Gather Info on fellow guild members
- Can request aid from affiliated temples to fight undead
- Access to the Favored in Guild Feat (must have at least 2 ranks in 2 of the associated skills and at least 2 ranks in another 2 of the associated skills. Benefit: select one of the guild’s associated skills and gain a +2 competence bonus as long as you are a guild member. You also gain an additional 5% subsidy (to a maximum of 1,000gp/year) on the purchase of equipment useful in combating undead: stakes, alchemical vampire repellent, silvered weapons, etc.
- Bards, Clerics, Paladins, and Rogues receive optional substitution levels
Substitution Levels: Members of the Lightbringers may possess the following class substitution levels. They may be taken at the appropriate class level. Characters that have already leveled past the given level may retroactively choose any or all appropriate substitution abilities.
Bards:
Bard 1st: Undead Bardic Knowledge replaces bardic knowledge. You may use a bardic knowledge-like check, but only against undead. You gain a +5 circumstance bonus on this check. You can use this in addition to a Knowledge (religion) check to learn about an undead creature or some other bit of undead lore.
Bard 1st: Inspire turning replaces inspire competence. By spending a bardic music use, you may bolster the turning (or destroying) attempt of one ally within 30 ft. (not yourself) who can see and hear you. The ally is treated as being two levels higher for the purpose of turning undead as long as they hear your performance. The effect duration is concentration, up to 2 minutes. It is a supernatural, mind-affecting ability.
Bard 6th: Repel Domination replaces the suggestion ability. You gain a +2 bonus on saving throws vs. mind-affecting spells or abilities from undead creatures. Furthermore, if you succeed on the saving throw, the undead is shaken for the rest of the encounter.
Clerics:
Cleric 1st: Destroy Undead replaces Turn Undead. Destryong undead is a standard action that deals 1d6 points of damage per cleric level to all undead within 30 feet of the cleric. The affected undead get a Will save (DC 10+cleric level+Cha modifier) for half damage. Undead with turn resistance can subtract that number from the damage that they take from each turn attempt. When using this ability against incorporeal creatures there is no 50% miss chance. Destroy undead counts as turn undead for the purposes of feats, etc. Any ability that grants a bonus to turning checks instead grants an equal bonus to the save’s DC. It is a supernatural ability.
Cleric 1st: True Daylight replaces one domain granted power. Use one Turn Undead to empower a casting of the daylight spell. This special daylight spell lasts 1d4 rounds and has only 10' radius. However, it acts like true daylight for affecting vampires and other light-sensitive creatures. This is an extraordinary ability.
Cleric 1st: Positive Healing replaces one domain granted power. Use one Turn Undead to gain fast healing 2 for five rounds. This is a supernatural ability.
Paladins:
[Paladin 1st: Detect Undead replaces Detect Evil. Finds undead only. Similar to the spell detect evil, except that you don't need to concentrate for multiple rounds to determine exact number/location instead information is immediately available. This is a spell-like ability.
Paladin 3rd: Pelor's Blessing replaces Divine Health. Smite Evil gets an extra bonus vs. undead: +2 to attack and +1 point of damage per two paladin levels. This is an extraordinary ability.
Paladin 6th: Warded Special Mount replaces one weekly use of remove disease. A Lightbringer's paladin mount is immune to all death spells, magical death effects, energy drain, and any negative energy effects.
Rogues:
Rogue 3rd: Penetrating Strike replaces trap sense. Whenever you flank a creature that is immune to sneak attack damage, you still inflict half of your sneak attack damage as bonus dice. If you can't flank them (i.e. Beholders, etc.) or they are flat-footed, then you do not get bonus damage dice -- you must flank the creature which is immune to sneak attack in order to get bonus damage under this rule. This is an extraordinary ability.
A selection of alchemical items are made available to Lightbringers through their local guild network.
Alchemical Flare Bolt: The head of this alchmically prepared crossbow bolt contains a blend of phosphorus, silver, garlic and other substances to ignite dessicated and undead flesh. An alchemical flare bolt that hits a corporeal undead creature deals an extra 1d6 points of fire damage to it. Against living creatures it acts as a normal bolt. Craft (Alchemy) check DC 20 Weight .1 per bolt Price 15 gp per bolt.
Alchemical Flare Stakes: This alchemically prepared wooden stake is treated as a dagger for the purposes of weapon proficiency, but it is destroyed on a successful attack. It contains a mix of phosphorus, silver, garlic and other substances designed to ignite undead flesh, and deals an additional 1d6 points of fire damage when it hits a corporeal undead creature. In addition it lodges within the creature's body, inflicting an additional 1d3 points of fire damage per round until removed. A creature can remove all embedded stakes as a standard action that provokes attacks of opportunity. Against living creatures it acts as a normal dagger (but is still destroyed on a successful hit). Craft (Alchemy) check DC 20 Weight .1 per stake Price: 15 gp per stake.
Alchemical Sun Flash: This sealed flask contains a blend of alchemical ingredients that mimic sunlight when set aflame, together with phosphorus to ignite the mixture when the flask is broken. It can be thrown as a splash weapon, using a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of fire damage to the target, and 1 point of splash damage to creatures in adjacent squares. In addition, it releases a flash of brilliant light equivalent to pure daylight for 1 second, in a 10 foot radius around the point of impact (though providing bright illumination up to 100 feet). Creatures with light sensitivity, aversion to daylight, or light blindness within the 10 foot area of the flash are dazzled for 1 round. Vampires or other creatures that are powerless in sunlight can take only single move or standard actions on their next turn. However 2 successive hits on a vampire do not destroy it (as exposure to sunlight for 2 rounds would). Craft (Alchemy) check DC 25 Weight 1 lb. Price: 50 gp.
Alchemical Vampire Repellent: This vial resembles a bottle of cologne, but contains an alchemical distillation of garlic essence, silver particles, and holy water. As a standard action the user may spray it over his or her body. This causes ordinary vampires and vampire spawn to recoil from the user as they would from a mirror or holy symbol: they must stay at least 5 feet from the user and cannot touch or make melee attacks on him or her. The application lasts 10 rounds. Alternatively, the contents may be sprayed directly into a vampire's square, causing the affected vampire to take a -2 circumstance penalty on attack rolls and saving throws for 10 rounds. Craft (Alchemy) check DC 25 Weight -. Price: 125 gp.
Ghost Touch Oil: This clear oil has a slight tint of gray, and strange wispy forms seem to flow through it. When applied to a weapon (a full-round action that provokes attacks of opportunity), ghost touch oil allows it to affect incorporeal creatures normally for the next 1 minute. A Large weapon requires two flasks to coat it fully. Craft (Alchemy) check DC 25 Weight 1 lb. Price: 500 gp.
Lichbane: This is a bone-white unguent distilled from holy water and laced with positive energy. It can be applied to a weapon like a contact poison (a full-round action that provokes attacks of opportunity), and any undead creature struck by the weapon must make a DC17 Fortitude save or take 1 point each of permanent Int, Wis and Cha drain. A minute later the creature must make a further such save or take an additional 1d4 points each of Int, Wis and Cha damage (not drain). No score may be reduced below 1 in this way. The application lasts for one successful attack only, and a Large weapon requires two flasks to coat it fully. Craft (Alchemy) check DC 25 Weight 1 lb. Price: 650 gp.
Symbol: The Lightbringers' symbol is a stylized half-sun, half-moon disc.
Credo: "Suffer no false life."
Being a Lightbringer: The Lightbringers' organization requires a prospective member to have 4 ranks in at least one of several associated skills (see below). The guild accepts all classes, levels, and races. The initiation fee and annual dues are 100gp, donated to the affiliated temple housing the local Lightbringers chapter. Every guild member makes a commitment to slay undead (level of commitment is up to the member), and is accountable only to the local chapter.
Associated skills: Concentration, Gather Information, Heal, Knowledge History, Knowledge Local, and Knowledge Religion.
Benefits: Guildmembers receive the following benefits:
- Food and lodging at an affiliated Temple in a large city
- 10% discount on basic supplies and guild services
- One free restoration spell per week from an affiliated temple as long as the conditions requiring the casting were caused by undead.
- +2 bonus on Diplomacy and Gather Info on fellow guild members
- Can request aid from affiliated temples to fight undead
- Access to the Favored in Guild Feat (must have at least 2 ranks in 2 of the associated skills and at least 2 ranks in another 2 of the associated skills. Benefit: select one of the guild’s associated skills and gain a +2 competence bonus as long as you are a guild member. You also gain an additional 5% subsidy (to a maximum of 1,000gp/year) on the purchase of equipment useful in combating undead: stakes, alchemical vampire repellent, silvered weapons, etc.
- Bards, Clerics, Paladins, and Rogues receive optional substitution levels
Substitution Levels: Members of the Lightbringers may possess the following class substitution levels. They may be taken at the appropriate class level. Characters that have already leveled past the given level may retroactively choose any or all appropriate substitution abilities.
Bards:
Bard 1st: Undead Bardic Knowledge replaces bardic knowledge. You may use a bardic knowledge-like check, but only against undead. You gain a +5 circumstance bonus on this check. You can use this in addition to a Knowledge (religion) check to learn about an undead creature or some other bit of undead lore.
Bard 1st: Inspire turning replaces inspire competence. By spending a bardic music use, you may bolster the turning (or destroying) attempt of one ally within 30 ft. (not yourself) who can see and hear you. The ally is treated as being two levels higher for the purpose of turning undead as long as they hear your performance. The effect duration is concentration, up to 2 minutes. It is a supernatural, mind-affecting ability.
Bard 6th: Repel Domination replaces the suggestion ability. You gain a +2 bonus on saving throws vs. mind-affecting spells or abilities from undead creatures. Furthermore, if you succeed on the saving throw, the undead is shaken for the rest of the encounter.
Clerics:
Cleric 1st: Destroy Undead replaces Turn Undead. Destryong undead is a standard action that deals 1d6 points of damage per cleric level to all undead within 30 feet of the cleric. The affected undead get a Will save (DC 10+cleric level+Cha modifier) for half damage. Undead with turn resistance can subtract that number from the damage that they take from each turn attempt. When using this ability against incorporeal creatures there is no 50% miss chance. Destroy undead counts as turn undead for the purposes of feats, etc. Any ability that grants a bonus to turning checks instead grants an equal bonus to the save’s DC. It is a supernatural ability.
Cleric 1st: True Daylight replaces one domain granted power. Use one Turn Undead to empower a casting of the daylight spell. This special daylight spell lasts 1d4 rounds and has only 10' radius. However, it acts like true daylight for affecting vampires and other light-sensitive creatures. This is an extraordinary ability.
Cleric 1st: Positive Healing replaces one domain granted power. Use one Turn Undead to gain fast healing 2 for five rounds. This is a supernatural ability.
Paladins:
[Paladin 1st: Detect Undead replaces Detect Evil. Finds undead only. Similar to the spell detect evil, except that you don't need to concentrate for multiple rounds to determine exact number/location instead information is immediately available. This is a spell-like ability.
Paladin 3rd: Pelor's Blessing replaces Divine Health. Smite Evil gets an extra bonus vs. undead: +2 to attack and +1 point of damage per two paladin levels. This is an extraordinary ability.
Paladin 6th: Warded Special Mount replaces one weekly use of remove disease. A Lightbringer's paladin mount is immune to all death spells, magical death effects, energy drain, and any negative energy effects.
Rogues:
Rogue 3rd: Penetrating Strike replaces trap sense. Whenever you flank a creature that is immune to sneak attack damage, you still inflict half of your sneak attack damage as bonus dice. If you can't flank them (i.e. Beholders, etc.) or they are flat-footed, then you do not get bonus damage dice -- you must flank the creature which is immune to sneak attack in order to get bonus damage under this rule. This is an extraordinary ability.
A selection of alchemical items are made available to Lightbringers through their local guild network.
Alchemical Flare Bolt: The head of this alchmically prepared crossbow bolt contains a blend of phosphorus, silver, garlic and other substances to ignite dessicated and undead flesh. An alchemical flare bolt that hits a corporeal undead creature deals an extra 1d6 points of fire damage to it. Against living creatures it acts as a normal bolt. Craft (Alchemy) check DC 20 Weight .1 per bolt Price 15 gp per bolt.
Alchemical Flare Stakes: This alchemically prepared wooden stake is treated as a dagger for the purposes of weapon proficiency, but it is destroyed on a successful attack. It contains a mix of phosphorus, silver, garlic and other substances designed to ignite undead flesh, and deals an additional 1d6 points of fire damage when it hits a corporeal undead creature. In addition it lodges within the creature's body, inflicting an additional 1d3 points of fire damage per round until removed. A creature can remove all embedded stakes as a standard action that provokes attacks of opportunity. Against living creatures it acts as a normal dagger (but is still destroyed on a successful hit). Craft (Alchemy) check DC 20 Weight .1 per stake Price: 15 gp per stake.
Alchemical Sun Flash: This sealed flask contains a blend of alchemical ingredients that mimic sunlight when set aflame, together with phosphorus to ignite the mixture when the flask is broken. It can be thrown as a splash weapon, using a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of fire damage to the target, and 1 point of splash damage to creatures in adjacent squares. In addition, it releases a flash of brilliant light equivalent to pure daylight for 1 second, in a 10 foot radius around the point of impact (though providing bright illumination up to 100 feet). Creatures with light sensitivity, aversion to daylight, or light blindness within the 10 foot area of the flash are dazzled for 1 round. Vampires or other creatures that are powerless in sunlight can take only single move or standard actions on their next turn. However 2 successive hits on a vampire do not destroy it (as exposure to sunlight for 2 rounds would). Craft (Alchemy) check DC 25 Weight 1 lb. Price: 50 gp.
Alchemical Vampire Repellent: This vial resembles a bottle of cologne, but contains an alchemical distillation of garlic essence, silver particles, and holy water. As a standard action the user may spray it over his or her body. This causes ordinary vampires and vampire spawn to recoil from the user as they would from a mirror or holy symbol: they must stay at least 5 feet from the user and cannot touch or make melee attacks on him or her. The application lasts 10 rounds. Alternatively, the contents may be sprayed directly into a vampire's square, causing the affected vampire to take a -2 circumstance penalty on attack rolls and saving throws for 10 rounds. Craft (Alchemy) check DC 25 Weight -. Price: 125 gp.
Ghost Touch Oil: This clear oil has a slight tint of gray, and strange wispy forms seem to flow through it. When applied to a weapon (a full-round action that provokes attacks of opportunity), ghost touch oil allows it to affect incorporeal creatures normally for the next 1 minute. A Large weapon requires two flasks to coat it fully. Craft (Alchemy) check DC 25 Weight 1 lb. Price: 500 gp.
Lichbane: This is a bone-white unguent distilled from holy water and laced with positive energy. It can be applied to a weapon like a contact poison (a full-round action that provokes attacks of opportunity), and any undead creature struck by the weapon must make a DC17 Fortitude save or take 1 point each of permanent Int, Wis and Cha drain. A minute later the creature must make a further such save or take an additional 1d4 points each of Int, Wis and Cha damage (not drain). No score may be reduced below 1 in this way. The application lasts for one successful attack only, and a Large weapon requires two flasks to coat it fully. Craft (Alchemy) check DC 25 Weight 1 lb. Price: 650 gp.