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AngelicLight

A roaring flame within, radiant and burning, or merely a smoldering ember underneath ashes of sin. It cannot be denied or smothered completely, and it will eventually claim your life and soul. Those that dare to feed it and risk the fire of their own heart despite knowing this... Are they brave or are they foolish?

Angelic Light's primary ability score is wisdom, it's skill is performance, and its favored weapons are one-handed swords, hammers, picks, and spears. Practitioners of the Angelic Light school may use their wisdom in place of charisma when making performance checks.


1st

Admonishing Glare
Boost

Until the end of your next turn, creatures that attack you must roll a d4 and subtract the result from their attack roll before determining if the attack is successful or not.
Augment: For every 2 FP spent, the penalty to attack rolls lasts 1 additional turn.

Gleam of Denial
Counter

As a reaction when attacked in melee, you may activate this counter to force your attacker to make a charisma saving throw. On a failure, your attacker is unable to attack you and its action is wasted; regardless of result, until the end of its next turn, it takes a penalty to all damage rolls equal to your proficiency bonus.
Augment: For every 2 FP spent, the penalty to damage rolls lasts 1 additional turn.

Retributive Spear
Stance

While in this stance, you may make attacks of opportunity against creatures that attack allies other than you, and each round you may make additional attacks of opportunity this way equal to your proficiency bonus. You also may make attacks of opportunity using a spear of light that requires no hands to use, has a reach of 10 feet, and deals radiant damage equal to your cantrip dice.
Level 10: At 10th level, your reach with the spear of light created by this stance increases to 15 feet.

Twin Wing Guard
Strike

Until the start of your next turn, you gain a shield bonus to AC equal to your strength modifier.
You may make a melee attack against a creature as part of this strike, dealing +1d6 additional weapon damage, or +1d8 additional weapon damage if you are using an Angelic Light favored weapon, on a success.
Augment: For each additional FP spent, the additional damage increases by one die of the same type.


under construction from this point

2nd

Burning Embers Defense –-> Counter –> When taking damage, you may instead take hit point burn to instead negate some of that damage. You may take hit point burn up to your technician level, negating 4 points of incoming damage per point of burn you take, and dealing 2 points of fire damage to the source of the triggering damage. For every 2 points of inspiration you spend on this technique, the damage negated increases by +2 per point of hit point burn, and the total fire damage increases by +1d8.

Glistening Wall of Embers –-> Boost –> Allies within close range gain a +1 deflection bonus to AC and temporary hit points that regenerate each round for 3 rounds. Temporary hit points stack with other sources, and are equal to your high scaling bonus.


3rd

Three Wing Step –-> Stance –> While in this stance, you gain a flight speed equal to your land speed at good maneuverability, and once per 3 rounds you may take an extra move action on your turn. Whenever you move at least 15 feet, you gain a +3 dodge bonus to armor class.

Unyielding Gates of the Heavens –-> Counter –> In response to an attack, spell, or effect, you shield an area by transposing it slightly into another plane of existence to avoid it. This area is a column that extends out to the end of close range from you, and up to 20 feet above and 10 feet below you. This transposition only lasts for the duration of the triggering effect, up to the start of your next turn should it be longer than instantaneous. The stress of using this technique is severe, and you take hit point burn equal to your level whenever it is activated. If you spend at least 3 inspiration points on this technique, it persists until the end of your next turn. If the duration of this technique becomes longer than instantaneous, it protects against all effects that originate from beyond the area of effect, and creatures within the effect may choose to leave the area and lose the benefits and drawbacks of this technique's effects, but they may not be forced out except by you.


4th

Four Wing Guard –-> Strike –> You gain the effects of mirror image until the end of your next turn, producing 4 illusory copies. As part of making this strike, you may also make a single melee attack against a foe within range, dealing +2d6 damage or +2d8 if using an Angelic Light favored weapon. At any point before the mirror image effect of this strike ends, you may expend an illusory copy to make a melee attack that also deals this bonus damage.

Rousing Flurry of Embers –-> Boost –> You and allies within close range gain a 25% concealment bonus for 3 turns. In addition, allies - but not yourself - gain a sacred bonus to attack and damage equal to your high scaling bonus until the end of your next turn.


5th

Flames of Admonishment –-> Strike –> You make a spell attack against all foes within close range, dealing 5d8 points of divine fire damage (ignoring the fire resistance of evil creatures) to each. All affected foes take a -4 penalty to attack and damage rolls for 5 rounds, taking 2d8 points of divine fire damage each round afterward. Good and neutral creatures may attempt a reflex save to put out the flames, but evil creatures cannot put out these flames no matter what they try.


6th

Angelic Light –-> Boost –> Until the start of your next turn, you are immune to all types of damage and negative conditions. You may use this technique regardless of any circumstances that could otherwise prevent you, and suspend any active negative effects upon you for the duration. After using this technique, you must make a charisma save or take a negative level.

Six Wing Guard –-> Strike –> You may make up to six attacks as part of this technique, each dealing +3d6 damage (or +3d8 if using an Angelic Light favored weapon) and granting you 5 temporary hit points for each successful attack from this technique. These temporary hit points stack with all others, including from multiple uses of this technique, and last for 6 rounds. For each additional inspiration point spent on this technique, the bonus damage increases by +2d6 (or +2d8 if using an Angelic Light favored weapon), and the temporary hit points increase by +1 per successful attack.

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Page last modified on February 13, 2023, at 11:54 PM