Old Warrior Of Holy Light
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Spheres of Power: Expanded Options
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Casting Ability Modifier: A warrior of holy light uses Charisma as his casting ability modifier.

Alignment: The warrior of holy light must be of good alignment. If he ever ceases to be good, he loses the benefits of his luminous smite, lay on hands, and channel energy abilities until his alignment returns to good.

Light in the Darkness: A warrior of holy light gains the Light sphere as a bonus sphere at 1st level. If the warrior of holy light already possesses the Light sphere, he instead gains 1 magic talent from the Light sphere. A warrior of holy light may always gain a magic talent from the light sphere in place of a bonus combat feat or mystic combat.

This replaces the magic talent normally gained at 1st level.

Luminous Smite (Su): At 1st level, whenever the warrior of holy light uses the Light sphere to cause a weapon he is wielding to emit bright light, they may spend an additional spell point to empower that weapon against evil. A warrior of holy light may place a glow effect on an unarmed strike or natural attack in this manner. For as long as the bright light effect remains and the warrior of holy light wields the weapon, the warrior of holy light gains a bonus on all attack rolls made with that weapon against evil creatures. This bonus is equal to his Charisma modifier. In addition, the weapon deals an amount of additional damage equal to 1/2 the warrior of holy light’s class level (minimum: 1) to all evil creatures.

At 7th level, the warrior of holy light may grant the benefits of Luminous Smite to a weapon, even when that weapon is being wielded by other creatures.

At 13th level, the warrior of holy light may spend 2 additional spell points instead of 1 when creating bright light to not only grant the benefit of luminous strike to the wielder of the glowing weapon, but also to all creatures within the area of bright light created by the glow effect. These benefits apply to all attacks made by the affected creatures. When using luminous smite in this manner, the warrior of holy light may place the effect not only on a weapon, but also on any object, or even a creature.

This replaces resist magic.

Lay on Hands (Su): Beginning at 2nd level, a warrior of holy light can heal wounds (his own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her mageknight level plus her Charisma modifier. With one use of this ability, a warrior of holy light can heal 1d6 hit points of damage for every two warrior of holy light levels he possesses. Using this ability is a standard action, unless the warrior of holy light targets himself, in which case it is a swift action. Despite the name of this ability, a warrior of holy light only needs one free hand to use this ability.

Alternatively, a warrior of holy light can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the warrior of holy light possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Whenever the warrior of holy light gains a bonus combat feat or a mystic combat, they may choose instead to gain a paladin mercy, treating their mageknight level as their paladin level when meeting its prerequisites and determining its effects. This qualifies the warrior of holy light to gain the Extra Mercy feat.

This replaces the mystic combat ability gained at 2nd level.

Channel Energy: When a warrior of holy light reaches 4th level, he gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of his lay on hands ability. A warrior of holy light uses her level as his effective cleric level when channeling positive energy. This is a Charisma-based ability.

This replaces the bonus combat feat gained at 4th level.

Holy Champion (Su): At 20th level, a warrior of holy light becomes a conduit for pure light, spirit, and righteousness. He gains DR 10/evil, and increases the bonus damage gained through his luminous smite ability from 1/2 his mageknight level to his mageknight level. In addition, whenever he channels positive energy or uses lay on hands to heal a creature, he heals the maximum possible amount.

This replaces the spellsword ability.

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