Another base class for my Magipunk setting. WIP.
HolomancerPicture Credit: Google Image Search "They'll see exactly what I want them to see -- no more, no less."-Thomas Winter, head holomancer of Shining Light Advertising Agency
What do you want the world to look like? Do you want it brighter, darker, prettier, uglier? Hire a holomancer, and your world will look exactly like you want it to.
MAKING A HOLOMANCER Thing
Abilities: Thing
Races: Any.
Alignment: Any.
Starting Gold: As warlock.
Starting Age: As warlock.
Class SkillsThe Holomancer's class skills (and the key ability for each skill) are Arcana (Int), Concentration (Wis), Engineering (Int), Negotiation (Cha), Perform (Cha), Persuasion (Cha), Profession (Wis), Scholarship (Int).
Skill Points at 1st Level: (4 + Int)x4
Skill Points at Each Additional Level: 4 + Int
Table: Holomancer | HD: d6 |
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Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| | | Base Attack Bonus | +0 | +1 | +2 | +3 | +3 | +4 | +5 | +6 | /+1 | +6 | /+1 | +7 | /+2 | +8 | /+3 | +9 | /+4 | +9 | /+4 | +10 | /+5 | +11 | /+6 | /+1 | +12 | /+7 | /+2 | +12 | /+7 | /+2 | +13 | /+8 | /+3 | +14 | /+9 | /+4 | +15 | /+10 | /+5 |
| | | Fort Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 |
| | | Ref Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 |
| | | Will Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
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Special | Coherent light 1d6, invocation (least) | Spectral vision | Coherent light 2d6 | Bend light | Coherent light 3d6 | Invocation (lesser) | Coherent light 4d6 | Improved spectral vision | Coherent light 5d6 | Improved bend light | Coherent light 6d6, invocation (greater) | Illusion resistance | Coherent light 7d6 | Greater spectral vision | Coherent light 8d6 | Invocation (bright) | Coherent light 9d6 | Lightwalk | Coherent light 10d6 | Supreme spectral vision |
| | | Invocations Known | 1 | 2 | 2 | 3 | 3 | 4 | 5 | 5 | 6 | 6 | 7 | 8 | 8 | 9 | 9 | 10 | 11 | 11 | 12 | 12 |
| | | Sculpts and Essences | 0 | 0 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 7 | 7 | 8 |
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Weapon and Armor Proficiencies: Holomancers are proficient with simple weapons and light armor, but not with shields. They can use their invocations and coherent light while wearing light armor without penalty; however, medium or heavy armor or using a shield incurs arcane spell failure as normal.
Invocations: A holomancer does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a group of abilities known as invocations that represent his ability to bend, shape, and alter light. A holomancer can use any invocation he knows at will, with the following qualifications.
A holomancer's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A holomancer is entitled to Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A holomancer can choose to use an invocation defensively by making a Concentration check, to avoid attacks of opportunity. A holomancer's invocations are subject to spell resistance unless an invocation specifically states otherwise. A holomancer's caster level with his invocations are equal to his holomancer level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the holomancer's Charisma modifier. Since spell-like abilities are not actually spells, a holomancer cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities. Unlike other spell-like abilities, invocations are subject to arcane spell failure for armor heavier than light.
The four grades of invocations, in order of their relative power, are least, lesser, greater, and bright. A holomancer begins with knowledge of one invocation, which must be of the lowest grade (least). As a holomancer gains levels, he learns new invocations, as summarized in the table above and described below. At any level when a holomancer gains access to a new grade of invocations, he can also replace an invocation he already knows with another invocation of the same or lesser grade.
Prismatic essences and light sculpting: A holomancer learns some invocations that can modify his
coherent light, changing the shape, color, or luminosity. Those that change the color or luminosity are prismatic essences, and those that alter shape are light sculpts. A holomancer can apply up to one prismatic essence he knows and one light sculpt he knows to each use of
coherent light; doing so is part of the same action as the
coherent light. Prismatic essences and light sculpting are discussed in more detail below. The holomancer learns prismatic essences and light sculpting invocations at the indicated levels in the table above; these invocations cannot be changed at higher levels like other invocations.
Coherent light (Su): The first ability a holomancer learns is
coherent light. A holomancer attacks his foes with bursts of bright, high-energy photons.
Coherent light is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw, and deals 1d6 damage at first level, increasing by 1d6 every two levels after.
Coherent light is the equivalent of a spell whose level is equal to one-half the holomancer's class level rounded down, with a minimum of 1st and a maximum of 9th.
As a supernatural ability,
coherent light is not subject to spell resistance.
Coherent light deals half damage to objects. Metamagic feats cannot improve a holomancer's
coherent light (because it is a supernatural ability and not a spell). However, the feat Ability Focus (
coherent light) increases the DC for all saving throws (if any) associated with a holomancer's
coherent light by 2. If a holomancer's base attack bonus is high enough to allow him iterative attacks, he may make a full attack action with
coherent light; however, some light sculpting invocations or prismatic essences can only be used as standard actions. See the prismatic essence and light sculpting sections for details.
Spectral vision (Ex): At 2nd level, a holomancer's eyes become accustomed to seeing in different parts of the spectrum. He gains low-light vision and darkvision out to a range of 60 feet.
Bend light (Sp): By manipulating the ambient light level, a holomancer of 4th level or higher can decrease or increase the illumination of an area at will. The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately). This ability does not function in areas of total natural darkness, as there is no light to work with; however, a holomancer can use this ability to counter magical light or darkness effects of 1st level or lower. This ability affects a 5 foot per level radius area emanating from the holomancer.
The holomancer can decrease the illumination of an area by as little as 5% (barely perceptible) or as much as 100% (total darkness). If he decreases the light by 50% or more, the visual ability of creatures that depend on light to see declines accordingly. If he decreases the ambient light in an area by 100%, even those with low-light vision are unable to see within the affected area. For each 25% decrease in ambient light, characters in the area gain a cumulative +1 circumstance bonus on Hide checks (to a maximum of +4 when all the light is gone).
The holomancer can increase the illumination of an area by as little as 5% (barely perceptible) or as much as 100%. If he increases the light by 50% or more, the visual ability of creatures that depend on light to see improves accordingly.
Improved spectral vision (Su): At 8th level, a holomancer's vision becomes even more enhanced. He becomes immune to blindness, and the range of his darkvision increases to 120 feet. In addition, he continuously functions under the effect of
arcane sight. Glowing blue eyes are a trademark of experienced holomancers.
Improved bend light (Su): A holomancer of 10th level or higher gains an increased facility with pure light. He can use
daylight and
deeper darkness at will as supernatural abilities; these effects cannot be countered except by a holomancer of equal or higher level.
Illusion resistance (Ex): Beginning at 12th level, a holomancer has worked so extensively with illusions that he can recognize them on sight. He gains a save automatically when viewing or otherwise sensing an illusion, as if he had interacted with it; he also gains a +4 insight bonus on all saves against illusion spells and effects.
Greater spectral vision (Su): At 14th level, a holomancer's eyes become even more extraordinary, granting him x-ray vision. He gains the ability to see into and through solid matter. The range of the vision is 30 feet, with the holomancer seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks this ability.
Lightwalk (Su): Beginning at 18th level, a holomancer can transform himself into a beam of light and move along geodesics with incredible ease. He can use
greater teleport as a supernatural ability at will, but only to locations with which he has line-of-sight.
Supreme spectral vision (Su): At 20th level, a holomancer can see magic as easily as he can see light. He is continuously under the effects of both
true seeing and
greater arcane sight.
PLAYING A HOLOMANCERThing.
Combat: Thing.
Advancement: Thing.
HOLOMANCERS IN THE WORLD"Thing."-Guy
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Thing.
NPC Reaction This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
HOLOMANCERS IN THE GAME This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.
Sample EncounterGive an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.
GUYThing
Init +0,
Senses: Listen +, Spot +,
Languages ------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +,
Ref +,
Will +
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Speed 30 ft. (6 squares)
Melee Base Atk +,
Grp +
Atk Options Combat GearSpells Prepared Supernatural Abilities -----------------------------------------------
Abilities STATS
SQ Feats Skills Possessions