[Tome] The Exultant
Posted: Fri Jan 30, 2009 4:29 am
Exultant
“We fear to know the fearsome and unsavory aspects of ourselves, but we fear even more to know the godlike in ourselves.”
Exultants grew up with a strange feeling about life. More than likely, this was because of the fluke connecting them permanently to the positive energy plane. Unfettered by any divine intermediary or cap, this connection can generate spectacular benefits for the Exultant. Not without its drawbacks, however, the constant flow of positive energy can deal a heavy blow to the psyche, not to mention the fact that such easy access to divine abilities can make them many ecclesiastic enemies.
Alignment: Any.
Races: Any.
Starting Gold: 6d4x10 gp (150 gold)
Starting Age: As Rogue.
Hit Die: d8
Skills/Level: 4 + Intelligence Bonus
Class Skills: The Exultant’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis).
BAB: Medium (3/4) Saves: Fort: Poor; Reflex: Good; Will: Poor
1 Beacon, Candent Strike 1d6
2 Floodlight, You're Fine
3 The First Word
4 Heavy Hands, Candent Strike 2d6
5 Comet
6 Faith Healing
7 Lockdown, Candent Strike 3d6
8 Phantom Strings
9 Divine Revelry
10 Subsistence, Voices, Brightstomp, Candent Strike 4d6
11 The Second Word
12 Daybreak
13 Persuasive Oration, Candent Strike 5d6
14 Positive Influences
15 Sweeping Corona
16 You and Yours, Candent Strike 6d6
17 Act of Disparation
18 Time Enough
19 The Third Word, Candent Strike 7d6
20 All Hail
All of the following are Class Features of the Exultant class.
Weapon and Armor Proficiency: Exultants are proficient with all simple weapons, the bastard sword (including the exotic one-handed style), the scimitar, and all styles of crossbows. Exultants are proficient with Light and Medium Armor, but not with shields of any kind.
Beacon (Su): The Exultant is constantly surrounded by a bright aura of chaotic energies. The aura emits bright light in a 20 foot radius around him, and dim light for an additional 20 feet beyond that. Inside the bright light partial images of the Exultant linger and confuse, granting him concealment (20%) and allowing him to take melee attacks or use any class ability on any creature in his line of sight within the bright light of the aura as though he were adjacent to it. This aura may be suppressed or activated as a swift action. All Exultant abilities marked with an (*) are dependent upon this ability being activated, and immediately end if the aura is suppressed. The aura can be suppressed by any spells or abilities that generate areas of darkness with spell levels higher than half his Exultant level. Equal level effects both cancel the spell and suppress the aura.
Candent Strike (Su): The Exultant is a wellspring of chaotic light. The Exultant can add 1d6 Light Damage to every melee attack he makes. This damage increases by 1d6 every three class levels.
Floodlight* (Su): Exultants can shine a light in the darkness, focusing on the creature they want to pay the most attention to. At 2nd level, the Exultant can tag any creature he has line of sight to within 25 feet + 5 feet per two character levels as a swift action. While the creature is tagged, the Exultant can take melee attacks or use any class ability on the creature as though he were adjacent to it. Only one creature can be tagged at any time. If he loses line of sight with the tagged creature, the tag dissipates.
You're Fine (Ex): At 2nd level, the Exultant can use the Bluff skill in place of the Heal skill for any applicable task. He can attempt to make a First Aid, Treat Poison, or Treat Wound check as a swift action, but the DC is increased to 20.
The First Word (Su): The Exultant can use the language of the gods, the Words of creation, to his benefit. At 3rd level, the Exultant can substitute Sonic Damage for the Light Damage done by his Candent Strikes during this round as a free action. On his first attack of every round in which he chooses to make this substitution, if struck the foe must make a fortitude save (DC 10 + 1/2 character level + Charisma modifier) or be dazed. This dazed condition lasts one round.
Heavy Hands (Su): At 4th level, any creature under the affect of the Exultant's Floodlight is treated as carrying a heavy load, and takes a -1 penalty on attack rolls, AC, and Reflex saves. When tagging a creature the Exultant can choose to not use this ability.
Comet (Su): The Exultant can travel along the light he creates, barreling across the landscape. At 5th level, he can take a full round action to immediately cover the distance between himself and the creature tagged with his Floodlight ability. This movement ignores enemies and difficult terrain, but is subject to attacks of opportunity. He can make a single melee attack against the tagged creature at the end of the movement, and treats the attack as a charge.
Faith Healing (Su): At 6th level, anytime the Exultant successfully stabilizes a creature with a First Aid check, he also restores to that creature 5 hit points per the Exultant's ranks in the skill used to stabilize it.
Lockdown (Su): At 7th level, any creature under the effect of the Exultant's Floodlight is is treated as being under the effects of a constant Dimensional Anchor spell. When tagging a creature the Exultant can choose to not use this ability.
Phantom Strings (Sp): At 8th level, the Exultant can use Command (DC 10 + 1/2 ranks Bluff) on any adjacent humanoid as a spell-like ability. The Exultant's caster level is equal to his ranks in the Bluff skill.
Divine Revelry* (Su): At 9th level, the Exultant can choose to teleport any creature he strikes with Light Damage within 20 feet to any other unoccupied square within 20 feet. The creature can make a reflex save (DC 10 + 1/2 character level + Charisma modifier) to avoid this effect.
Subsistence (Ex): The chaos has found a form. At 10th level, the Exultant gains a chaotically lit copy of himself. This copy has no base statistics or abilities of its own, but shares his, and always follows the Exultant's alignment and motives. Anytime it is hit, the Exultant takes the full damage, and any condition one suffers, both suffer. The copy carries its own items. The copy does not gain the bonuses or abilities granted by any items wielded or worn by the Exultant, nor vice versa. It can use any of his class abilities, save this one. Exultants cannot gain a cohort from any other source.
Voices (Su): At 10th level, the Exultant and his copy are treated as sharing a constant Telepathic Bond, regardless of distance or planar boundaries. This ability allows the Exultant or his copy to treat any creature as adjacent in the two Beacon auras, as long as at least one of them has line of sight to the creature.
Brightstomp (Sp): At 10th level, the Exultant can take a move action to switch places with his copy, as per the Greater Teleport spell, regardless of distance or planar boundaries.
The Second Word (Su): At 11th level, the Exultant can accent the changes granted by The First Word. On his second attack of every round in which he chooses to make the Sonic Damage substitution, if struck the foe must make a fortitude save (DC 10 + 1/2 character level + Charisma modifier) or be dazed and confused, as per the confusion spell. The dazed condition imposed by successful Word strikes increases to two rounds.
Daybreak* (Su): At 12th level, the Exultant can take a swift action to expand on the effects of his Beacon aura. The light within the aura's radius becomes equivalent to natural sunlight, and all creatures adjacent to the Exultant on their turn must make a fortitude save (DC 10 + 1/2 character level + Charisma modifier) or be temporarily blinded for a number of rounds equal to one half his character level. While this ability is active, the Exultant is treated as being under the constant effect of the See Invisibility spell. He can suppress or activate this ability as a swift action, or activate it as a free action when activating his Beacon aura.
While Daybreak is active, as a standard action, the Exultant can emit a crashing wave of light. This deals 10 Light Damage to any creature within his aura, and pushes them to the nearest square outside his aura if they fail their reflex save (DC 10 +1/2 character level + Charisma modifier.
Persuasive Oration (Sp): At 13th level, the Exultant can use Hold Person (DC 10 + 1/2 ranks Bluff) on any adjacent humanoid as a spell-like ability. The Exultant's caster level is equal to his ranks in the Bluff skill.
Positive Influences (Su): The Exultant can instantly travel to the most direct source of his power. At 14th level, he can take a standard action to teleport himself to within 10 miles (1d10) of any point on the Positive Material Plane, or from there to any square adjacent to his copy. While on the Positive Material Plane, he doesn't need to eat, drink, or breathe, and does not gain temporary hit points from the major positive-dominant trait of that plane when at full hit points, nor is he affected by the energy bursts that plane produces.
Sweeping Corona (Su): At 15th level, the Exultant can take a swift action to create a wall of cresting light between himself and his copy over any distance, as long as the two share line of sight. The wall extends along the ground between them, and 20 feet into the air, and lasts for one round. The end of the wall follows the Exultant and his copy, if they move while its active. The wall immediately dissapates if the two lose line of sight.
While the wall is active, the Exultant and his copy can take a standard action to do one of the following abilities:
Flare: A wave of light moves along the wall. The exultant can make a single melee attack against any creatures along the path of the wall.
Phase Transition: The wall becomes equivalent to a Wall of Force, immediately ejecting any creatures in it's path to the nearest unoccupied square. If either the exultant or his copy move or are moved while this ability is active, it immediately ends.
Prominence: Creatures other than the Exultant on either side of the wall lose line of sight with those opposite the wall. Any creature that passes through the wall, or that the wall passes through, must make a fortitude save (DC 10 + 1/2 character level + Charisma modifier) or be temporarily blinded for a number of rounds equal to one half the Exultant's character level.
You and Yours* (Su): At 16th level, whenever the Exultant would deal Light Damage to a creature, he can choose to deal half the damage to that creature, and half the damage to a second creature within 20 feet of him.
Act of Disparation (Sp): At 17th level, the Exultant can use Greater Command (DC 10 + 1/2 ranks Bluff) as a spell-like ability. The Exultant's caster level is equal to his ranks in the Bluff skill.
Time Enough (Ex): At 18th level, the Exultant and his copy are denied the eternal rest by all deities. He ceases to age. If he ever falls below -9 hit points or is otherwise treated as dead, after one round his body, his copy, and everything they carry become insubstantial but visible, outwardly all resembling the light form of the copy. After this point the Exultant can only be restored to life by others with a spell or ability that does not require a part of his original body.
He regains consciousness, but is still dead. Neither he, his copy, nor anything he carries can be affected by or physically interact with matter or energy, though they can speak and be motive as normal, gain a 60' Flight Speed (perfect maneuverability), and can pass through active portals between dimensions. After rising in death, he and his copy can use any skill related to speaking and their Phantom Strings and Persuasive Oration abilities. Their You're Fine, Brightstomp, Voices, Faith Healing, Positive Influences, and Act of Disparation abilities also function as normal.
If either the Exultant or his copy stays on the Positive Material Plane for one hour, they are returned to life, being restored to 1 hit point and regaining substantiality in the square they currently occupy.
The Third Word (Su): At 19th level, the Exultant can further accent the changes granted by The First Word. On his third attack of every round in which he chooses to make the Sonic Damage substitution, if struck the foe must make a fortitude save (DC 10 + 1/2 character level + Charisma modifier) or be dazed and driven insane, as per the insanity spell. The dazed condition imposed by successful Word strikes increases to three rounds.
All Hail (Ex): The chaos has become recognizable. At 20th level, the Exultant and his copy lose all discernible separating qualities. The exultant can assume the chaotically lit appearance of his copy, and the copy can choose to look like the Exultant. The Exultant is no longer subject to energy drain, ability drain, or ability damage. He permanently gains the Outsider type, the Chaotic subtype, and is treated as Native to both his plane of origin and the Positive Material Plane.
“We fear to know the fearsome and unsavory aspects of ourselves, but we fear even more to know the godlike in ourselves.”
Exultants grew up with a strange feeling about life. More than likely, this was because of the fluke connecting them permanently to the positive energy plane. Unfettered by any divine intermediary or cap, this connection can generate spectacular benefits for the Exultant. Not without its drawbacks, however, the constant flow of positive energy can deal a heavy blow to the psyche, not to mention the fact that such easy access to divine abilities can make them many ecclesiastic enemies.
Alignment: Any.
Races: Any.
Starting Gold: 6d4x10 gp (150 gold)
Starting Age: As Rogue.
Hit Die: d8
Skills/Level: 4 + Intelligence Bonus
Class Skills: The Exultant’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis).
BAB: Medium (3/4) Saves: Fort: Poor; Reflex: Good; Will: Poor
1 Beacon, Candent Strike 1d6
2 Floodlight, You're Fine
3 The First Word
4 Heavy Hands, Candent Strike 2d6
5 Comet
6 Faith Healing
7 Lockdown, Candent Strike 3d6
8 Phantom Strings
9 Divine Revelry
10 Subsistence, Voices, Brightstomp, Candent Strike 4d6
11 The Second Word
12 Daybreak
13 Persuasive Oration, Candent Strike 5d6
14 Positive Influences
15 Sweeping Corona
16 You and Yours, Candent Strike 6d6
17 Act of Disparation
18 Time Enough
19 The Third Word, Candent Strike 7d6
20 All Hail
All of the following are Class Features of the Exultant class.
Weapon and Armor Proficiency: Exultants are proficient with all simple weapons, the bastard sword (including the exotic one-handed style), the scimitar, and all styles of crossbows. Exultants are proficient with Light and Medium Armor, but not with shields of any kind.
Beacon (Su): The Exultant is constantly surrounded by a bright aura of chaotic energies. The aura emits bright light in a 20 foot radius around him, and dim light for an additional 20 feet beyond that. Inside the bright light partial images of the Exultant linger and confuse, granting him concealment (20%) and allowing him to take melee attacks or use any class ability on any creature in his line of sight within the bright light of the aura as though he were adjacent to it. This aura may be suppressed or activated as a swift action. All Exultant abilities marked with an (*) are dependent upon this ability being activated, and immediately end if the aura is suppressed. The aura can be suppressed by any spells or abilities that generate areas of darkness with spell levels higher than half his Exultant level. Equal level effects both cancel the spell and suppress the aura.
Candent Strike (Su): The Exultant is a wellspring of chaotic light. The Exultant can add 1d6 Light Damage to every melee attack he makes. This damage increases by 1d6 every three class levels.
Floodlight* (Su): Exultants can shine a light in the darkness, focusing on the creature they want to pay the most attention to. At 2nd level, the Exultant can tag any creature he has line of sight to within 25 feet + 5 feet per two character levels as a swift action. While the creature is tagged, the Exultant can take melee attacks or use any class ability on the creature as though he were adjacent to it. Only one creature can be tagged at any time. If he loses line of sight with the tagged creature, the tag dissipates.
You're Fine (Ex): At 2nd level, the Exultant can use the Bluff skill in place of the Heal skill for any applicable task. He can attempt to make a First Aid, Treat Poison, or Treat Wound check as a swift action, but the DC is increased to 20.
The First Word (Su): The Exultant can use the language of the gods, the Words of creation, to his benefit. At 3rd level, the Exultant can substitute Sonic Damage for the Light Damage done by his Candent Strikes during this round as a free action. On his first attack of every round in which he chooses to make this substitution, if struck the foe must make a fortitude save (DC 10 + 1/2 character level + Charisma modifier) or be dazed. This dazed condition lasts one round.
Heavy Hands (Su): At 4th level, any creature under the affect of the Exultant's Floodlight is treated as carrying a heavy load, and takes a -1 penalty on attack rolls, AC, and Reflex saves. When tagging a creature the Exultant can choose to not use this ability.
Comet (Su): The Exultant can travel along the light he creates, barreling across the landscape. At 5th level, he can take a full round action to immediately cover the distance between himself and the creature tagged with his Floodlight ability. This movement ignores enemies and difficult terrain, but is subject to attacks of opportunity. He can make a single melee attack against the tagged creature at the end of the movement, and treats the attack as a charge.
Faith Healing (Su): At 6th level, anytime the Exultant successfully stabilizes a creature with a First Aid check, he also restores to that creature 5 hit points per the Exultant's ranks in the skill used to stabilize it.
Lockdown (Su): At 7th level, any creature under the effect of the Exultant's Floodlight is is treated as being under the effects of a constant Dimensional Anchor spell. When tagging a creature the Exultant can choose to not use this ability.
Phantom Strings (Sp): At 8th level, the Exultant can use Command (DC 10 + 1/2 ranks Bluff) on any adjacent humanoid as a spell-like ability. The Exultant's caster level is equal to his ranks in the Bluff skill.
Divine Revelry* (Su): At 9th level, the Exultant can choose to teleport any creature he strikes with Light Damage within 20 feet to any other unoccupied square within 20 feet. The creature can make a reflex save (DC 10 + 1/2 character level + Charisma modifier) to avoid this effect.
Subsistence (Ex): The chaos has found a form. At 10th level, the Exultant gains a chaotically lit copy of himself. This copy has no base statistics or abilities of its own, but shares his, and always follows the Exultant's alignment and motives. Anytime it is hit, the Exultant takes the full damage, and any condition one suffers, both suffer. The copy carries its own items. The copy does not gain the bonuses or abilities granted by any items wielded or worn by the Exultant, nor vice versa. It can use any of his class abilities, save this one. Exultants cannot gain a cohort from any other source.
Voices (Su): At 10th level, the Exultant and his copy are treated as sharing a constant Telepathic Bond, regardless of distance or planar boundaries. This ability allows the Exultant or his copy to treat any creature as adjacent in the two Beacon auras, as long as at least one of them has line of sight to the creature.
Brightstomp (Sp): At 10th level, the Exultant can take a move action to switch places with his copy, as per the Greater Teleport spell, regardless of distance or planar boundaries.
The Second Word (Su): At 11th level, the Exultant can accent the changes granted by The First Word. On his second attack of every round in which he chooses to make the Sonic Damage substitution, if struck the foe must make a fortitude save (DC 10 + 1/2 character level + Charisma modifier) or be dazed and confused, as per the confusion spell. The dazed condition imposed by successful Word strikes increases to two rounds.
Daybreak* (Su): At 12th level, the Exultant can take a swift action to expand on the effects of his Beacon aura. The light within the aura's radius becomes equivalent to natural sunlight, and all creatures adjacent to the Exultant on their turn must make a fortitude save (DC 10 + 1/2 character level + Charisma modifier) or be temporarily blinded for a number of rounds equal to one half his character level. While this ability is active, the Exultant is treated as being under the constant effect of the See Invisibility spell. He can suppress or activate this ability as a swift action, or activate it as a free action when activating his Beacon aura.
While Daybreak is active, as a standard action, the Exultant can emit a crashing wave of light. This deals 10 Light Damage to any creature within his aura, and pushes them to the nearest square outside his aura if they fail their reflex save (DC 10 +1/2 character level + Charisma modifier.
Persuasive Oration (Sp): At 13th level, the Exultant can use Hold Person (DC 10 + 1/2 ranks Bluff) on any adjacent humanoid as a spell-like ability. The Exultant's caster level is equal to his ranks in the Bluff skill.
Positive Influences (Su): The Exultant can instantly travel to the most direct source of his power. At 14th level, he can take a standard action to teleport himself to within 10 miles (1d10) of any point on the Positive Material Plane, or from there to any square adjacent to his copy. While on the Positive Material Plane, he doesn't need to eat, drink, or breathe, and does not gain temporary hit points from the major positive-dominant trait of that plane when at full hit points, nor is he affected by the energy bursts that plane produces.
Sweeping Corona (Su): At 15th level, the Exultant can take a swift action to create a wall of cresting light between himself and his copy over any distance, as long as the two share line of sight. The wall extends along the ground between them, and 20 feet into the air, and lasts for one round. The end of the wall follows the Exultant and his copy, if they move while its active. The wall immediately dissapates if the two lose line of sight.
While the wall is active, the Exultant and his copy can take a standard action to do one of the following abilities:
Flare: A wave of light moves along the wall. The exultant can make a single melee attack against any creatures along the path of the wall.
Phase Transition: The wall becomes equivalent to a Wall of Force, immediately ejecting any creatures in it's path to the nearest unoccupied square. If either the exultant or his copy move or are moved while this ability is active, it immediately ends.
Prominence: Creatures other than the Exultant on either side of the wall lose line of sight with those opposite the wall. Any creature that passes through the wall, or that the wall passes through, must make a fortitude save (DC 10 + 1/2 character level + Charisma modifier) or be temporarily blinded for a number of rounds equal to one half the Exultant's character level.
You and Yours* (Su): At 16th level, whenever the Exultant would deal Light Damage to a creature, he can choose to deal half the damage to that creature, and half the damage to a second creature within 20 feet of him.
Act of Disparation (Sp): At 17th level, the Exultant can use Greater Command (DC 10 + 1/2 ranks Bluff) as a spell-like ability. The Exultant's caster level is equal to his ranks in the Bluff skill.
Time Enough (Ex): At 18th level, the Exultant and his copy are denied the eternal rest by all deities. He ceases to age. If he ever falls below -9 hit points or is otherwise treated as dead, after one round his body, his copy, and everything they carry become insubstantial but visible, outwardly all resembling the light form of the copy. After this point the Exultant can only be restored to life by others with a spell or ability that does not require a part of his original body.
He regains consciousness, but is still dead. Neither he, his copy, nor anything he carries can be affected by or physically interact with matter or energy, though they can speak and be motive as normal, gain a 60' Flight Speed (perfect maneuverability), and can pass through active portals between dimensions. After rising in death, he and his copy can use any skill related to speaking and their Phantom Strings and Persuasive Oration abilities. Their You're Fine, Brightstomp, Voices, Faith Healing, Positive Influences, and Act of Disparation abilities also function as normal.
If either the Exultant or his copy stays on the Positive Material Plane for one hour, they are returned to life, being restored to 1 hit point and regaining substantiality in the square they currently occupy.
The Third Word (Su): At 19th level, the Exultant can further accent the changes granted by The First Word. On his third attack of every round in which he chooses to make the Sonic Damage substitution, if struck the foe must make a fortitude save (DC 10 + 1/2 character level + Charisma modifier) or be dazed and driven insane, as per the insanity spell. The dazed condition imposed by successful Word strikes increases to three rounds.
All Hail (Ex): The chaos has become recognizable. At 20th level, the Exultant and his copy lose all discernible separating qualities. The exultant can assume the chaotically lit appearance of his copy, and the copy can choose to look like the Exultant. The Exultant is no longer subject to energy drain, ability drain, or ability damage. He permanently gains the Outsider type, the Chaotic subtype, and is treated as Native to both his plane of origin and the Positive Material Plane.