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Lightbringer Cleric

(Expedition to Castle Ravenloft variant, p. 206)

Alternative class features available to Cleric characters that are members of The Lightbringers guild.

Class Features

A Lightbringer Cleric has the same hit dice, class skills, skill points, starting gold, and advancement as a standard Cleric (as described in the Player's Handbook) except as noted below.

The following are options that MAY be taken by a Cleric of the Lightbringers guild at the specified levels:

Destroy Undead

You can channel positive energy to destroy undead creatures.

Level: 1st.
Replaces: Turn undead.
Benefit: Instead of the cleric's normal ability to turn or rebuke undead, a Lightbringer cleric can channel positive energy to destroy undead. Thus, a lightbringer cleric contributes to the destruction of undead in a fashion that interacts well with the other characters in the party such as the fighter and wizard. Lightbringer clerics want to destroy undead; thus, they despise seeing turned undead run away never seen again. At other times, a standard turning effect has no effect whatsoever, much to the chagrin of the lightbringer cleric.

Destroying 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. For example, a vampire with turn resistance +4 takes 4 fewer points of damage each time he takes turning damage.

When using this ability against incorporeal creatures, the lightbringer cleric does not have to roll a 50% miss chance; turning hits them automatically.

Destroy undead still counts as turn undead for the purpose of meeting prerequisites for feats, prestige classes, and so forth. A lightbringer cleric can use this ability the same number of times per day that he could turn undead. If a feat requires the expenditure of one or more uses of turn undead, it instead consumes uses of this ability. Any ability that grants a bonus to turning checks instead grants an equal bonus to this ability's save DC. This is a supernatural ability.

True Daylight

Lightbringer clerics, as befits their name, are capable of channeling divine energy in the form of pure sunlight.

Level: 1st.
Replaces: One domain granted power.
Benefit: A lightbringer cleric can use up one of his turn undead uses for the day to empower a daylight spell he casts with positive energy. The resulting daylight effect has a smaller radiance radius and a shorter, inconstant duration; however, the daylight created is the equivalent of daylight for the purpose of its effect on creatures that are damaged or destroyed by bright light (such as vampires).

The effect created by this ability sheds true daylight in a 10-foot radius and has a duration of 1d4 rounds (roll to determine each time this ability is used). This is an extraordinary ability.

Positive Healing

By imparting a portion of the divine energies he commands into an ally, the lightbringer cleric sustains his friend against injuries.

Level: 1st.
Replaces: One domain granted power.
Benefit: A lightbringer cleric can use one of his turn undead uses for the day to internalize the influx of positive energy and so gains fast healing 2 for 5 rounds. This is a supernatural ability.

Advancement

Class skills

Skill name Key ability Trained only Armor check penalty

Spells for Lightbringer Cleric

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