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Revision as of 20:50, 8 April 2010

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Date Created: 04/08/10
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{{#set:Summary=A Magus adept not at Arcane and/or Divine magics, but in the control of Light and Darkness in it's purest forms. |Length=20 |Base Attack Bonus Progression=Poor |Fortitude Save Progression=Poor |Reflex Save Progression=Poor |Will Save Progression=Good |Class Ability=Alternate Magic |Class Ability Progression=Other }} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Neutral}}


Illuminamancer

Often seperated into Shadowmancers and Lightmancers, quite wrongly most will 'gently' inform, Illuminamancers are maguses who have taken an innate, or scholarly interest in the ability to control, direct, and empower the light and dark aspects of all worlds. Unoriginally pooled into the Convent of the Illuminatus, Illuminamancers are magus who have dedicated themselves to the study of two of the more oft forgotten 'elements', Light and Dark.

Making a Illuminamancer

Illuminamancers, as a whole, tend to take the strengths of Arcane and Divine Spellcasting classes, and specialize. Although not as versatile as the Wizard, nor as talented as the Sorceror (And the same to be said for Clerics or Druids), the Illuminamancer's specialization has turned him into a formidable opponent and ally on and off the battlefield.

Abilities: Intelligence is the most important ability to any Illuminamancer, it being their ability and will to control the powers that they have studied. Charisma is the second most important trait to any Illuminamancer, allowing them control over their innate power over the powers within them. Dexterity is an important trait as well, giving the Illuminamancer, without much protection to speak of, the ability to dodge and avoid the blows that would surely fell them without a more armored and tough ally between them and their foe.

Races: Illuminamancers are more often than not Aasimars, Tieflings, and Humans. Their already innate closeness with the realms of Light and Dark gives these three races the most cause and oppurtunity to become Illuminamancers. Although, it is not unheard of for Elves, Half-Elves, Drow, Halflings, or Gnomes to take up this path. Other races are much more rare in the midst of the Convent, and are often regarded as prodigal entries.

Alignment: Neutral Any, or Any Neutral.

Starting Gold: As Wizard.

Starting Age: Moderate.

Table: The Illuminamancer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Illuminant Ray, Blinding Protection, Illuminant Spell 3 1
2nd +1 +0 +0 +3 4 2
3rd +1 +1 +1 +3 4 2 1
4th +2 +1 +1 +4 Illuminant Pillar 1/day 4 2 1
5th +2 +1 +1 +4 Bonus Feat (Spell Focus) 4 2 1 1
6th +3 +2 +2 +5 4 3 2 1
7th +3 +2 +2 +5 4 3 2 1 1
8th +4 +2 +2 +6 Illuminant Pillar 2/day, Illuminatus 4 3 2 2 1
9th +4 +3 +3 +6 4 3 2 2 1
10th +5 +3 +3 +7 Bonus Feat (Greater Spell Focus) 4 3 3 2 1 1
11th +5 +3 +3 +7 4 3 3 3 1 1
12th +6/+1 +4 +4 +8 Illuminant Pillar 3/day 4 3 3 3 1 1 1
13th +6/+1 +4 +4 +8 4 3 3 3 2 1 1
14th +7/+2 +4 +4 +9 4 3 3 3 2 1 1 1
15th +7/+2 +5 +5 +9 Greater Illuminatus 4 3 3 3 2 1 1 1
16th +8/+3 +5 +5 +10 Illuminant Pillar 4/day 4 3 3 3 2 2 1 1
17th +8/+3 +5 +5 +10 4 3 3 3 2 2 1 1
18th +9/+4 +6 +6 +11 4 4 3 3 2 2 1 1 1
19th +9/+5 +6 +6 +11 4 4 3 3 2 2 2 1 1
20th +10/+5 +6 +6 +12 Illuminant Ascension 4 4 3 3 2 2 2 1 1

Class Skills (Skill Points::4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Int), Listen (Wis) Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha),

Class Features

All of the following are class features of the Illuminamancer.

Weapon and Armor Proficiency: Illuminamancers are proficient with all simple weapons, and no types of armor. Armor interferes with their ability to cast spells with somatic components, but does not interfere with their ability to cast Rays or Pillars.

Spells: Illuminamancers prepare and cast spells as a Wizard or Cleric of their Illuminamancer level, they must rest for eight hours to recharge their uses of spells for the day, and then must spend an hour selecting and preparing spells from their Spellbook. Illuminamancers spell saves are based on their Intelligence, 10 + Spell Level + Intelligence Bonus. Illuminamancers choose their spells from the Wizard, or Cleric list.

Blinding Protection (Su): The Illuminamancer adds his Intelligence modifier as a Deflection bonus to her AC when he retains his Dexterity bonus to AC, and when he is not flanked.

Illuminant Ray (Su): Once per round, as a standard action, the Illuminamancer may make a ranged touch attack versus an opponent within 50 feet of her position, dealing Positive or Negative (the Illuminamancer's choice) Damage to that target equal to half her class level in d6 (Minimum 1d6). This attack benefits from the Weapon Focus (Ray) feat.

Illuminant Spell (Su): All spells that the Illuminamancer casts that deal damage in forms other than Positive and Negative damage now deal damage in one of those two forms at the Illuminamancer's choice. (Example: Fireball becomes "Shadowball" dealing Negative energy damage instead of Fire damage.)

Illuminant Pillar (Su): At 4th level, once per day, an Illuminamancer can conjure a pillar of positive or negative energy within a 5 ft space within 50 feet of her position. As an attack, this functions similarly to her Illuminant Ray ability, dealing half her level in positive or negative energy damage in D6 (Minimum 1d6), but the pillar spawned by Illuminant Pillar remains for up to 1d4 rounds (1d8 at 10th level), any who enter this space (Voluntarily or not) suffer damage equal to the Ray attack, and must beat a Fortitude save VS. Illuminamancer's attack roll or be knocked airborne and into an adjacent square being dealt an additional 1d6 damage from the fall (Or from striking the ceiling.)

Bonus Feat: At 5th level, the Illuminamancer gains the Spell Focus feat for the spell school of their choice. At 10th level, the Illuminamancer gains the Greater Spell Focus feat for the spell school they chose to Focus in at 5th level. If the Illuminamancer already has these feats in one spell school, they choose a different spell school for these bonus feats.

Illuminatus (Ex): At 8th level, the Illuminamancer has dealt in the world of Light and Shadow so long that they can traverse the realm of shadows. They may use Shadowstep, as the Shadowdancer power, with an effective cooldown of 1d6 rounds (Out of Combat 5 minutes) after using this ability. At 16th level, the Illuminamancer has grown so powerful in the use and dealings with Light and Shadow that they can create a Construct or building of Light or Shadow with 10 HP, Hardness 15. This construct, or building, can only be as large as a pooled 30 feet (Large Size). This ability offers Concealment when a wall is erected between the Illuminamancer and his foe.

Illuminant Ascension (Ex): At 20th level, the Illuminamancer becomes the very personification of Light and Dark in it's balance. Becoming an Outsider (Native), the Illuminamancer stops aging, no longer suffering from the penalties associated with age and becoming immune to magical aging. Any penalties or bonuses already gained from their age category remains, but penalties are removed from their age category, and bonuses still apply and stack. While considered an Outsider, the Illuminamancer still benefits from being brought back to life through the use of normal Ressurection spells.

Ex-Illuminamancer

An Illuminamancer who stops being Neutral in some form becomes unable to benefit from it's spells, or abilities save for their weapon proficiencies, and skills. Illuminamancers must regain their Neutral alignment status to continue taking levels in Illuminamancer.

Epic Illuminamancer

Table: The Epic Illuminamancer

Hit Die: d6

Level Special
21st
22nd
23rd
24th Bonus Feat
25th Illuminant Pillar 6/day
26th
27th
28th Bonus Feat
29th
30th Illuminant Pillar Unrestricted

4 + Int modifier skill points per level.

Bonus Feats : The epic Illuminamancer gains a bonus feat (selected from the list of epic Wizard bonus feats) every 4 levels after 20th.

Tiefling Illuminamancer Starting Package

Weapons: Morningstar.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Diplomacy 4 CHA
Knowledge (Arcana) 4> INT
Spellcraft 4 INT
Use Magic Device 4 CHA

Feat: Improved Intiative.

Gear: Standard Adventurer's Gear, Spellbook.

Gold: 36 GP

Campaign Information

Playing a Illuminamancer

Religion: Illuminamancers as a whole worship balance, and the struggles between Light and Dark, Good and Evil, Law and Chaos. As such, they are more driven to Neutral god/desses, but more often than not simply revere the Balance of all that is in nature. The Convent of the Illuminatus is a True Neutral organization that forms the primary worship of all Illuminamancers.

Other Classes: Illuminamancers, yet another spellcasting class, are held in higher regard by their Wizard and Rogue brethren than most other companions. Rogues find their innate and detailed level of trickery quite fond in friendship when a shadow can be made to hide in. Druids share an often similar form of worship, and as such sometimes band together in camaraderie. Fighters, Paladins, Clerics, and Sorcerers are all more often neutral to an Illuminamancer unless there is previous associations with them.

Combat: Illuminamancers typically take a backseat in combat, using their spells and abilities to pour damage unto their allies' enemies from behind plate-wearing companions. Although some are more stealthy, or tricky, and fill their opponent's minds and eyes with illusions, shadows, and blinding light to confuse and settle the odds firmly in their parties' favor.

Advancement: Illuminamancers generally do not multiclass, but it is not unheard of for more focused members to enter prestige classes that further their knowledge of spells, or give them a much easier time taking to the midst of combat, or the subtleties of skillfulness.


Illuminamancers in the World

"There will always be Light to create the Dark, and there will always be Good to combat Evil."

Illuminamancers are a very specific group of magicians and warriors. They are not difficult to place in most campaign settings, but in realms of low magic, or low neutrality, there is no true place for this group.

Daily Life: Illuminamancers are just as typical as their Wizard, or Cleric cousins.

Notables: Valerio Seraph of Bonfires, Local Chapter Leader, Illuminamancer9/Archivist1

Organizations: The Convent of Illuminatus is a temple built into the Earth, constructed in the dark, and gifted with light by a large sunroof. IT varies from campaign to campaign.

NPC Reactions: NPCs typically respond to this class as yet another Wizard or Cleric.

Illuminamancer Lore

Characters with ranks in Knowledge (Arcana or Religion) can research Illuminamancers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 Wizards and Clerics of power in the Light and Dark.
10 Illuminamancers have the ability to project powerful beams of light or dark, searing or chilling their opponents to their bones with positive or negative energies.
15 Illuminamancers can control and create using the very depths of shadow, and the reflections of light.
20 Members of the Convent of Illuminatus are not always what they seem...



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