User:Ganteka Future/Zed Light Maven

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Zed Light Maven[edit]

"I am the maven of all zed light once again!"

Making a Zed Light Maven[edit]

Starting Age: Complex.

Table: The Zed Light Maven

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Light Laser (1d6), Glow 3 1
2nd +1 +0 +0 +3 Empower/Dim Light 4 2
3rd +1 +1 +1 +3 Light Laser (2d6) 4 2 1
4th +2 +1 +1 +4 4 3 2
5th +2 +1 +1 +4 4 3 2 1
6th +3 +2 +2 +5 4 3 3 2
7th +3 +2 +2 +5 Light Laser (3d6) 4 4 3 2 1
8th +4 +2 +2 +6 4 4 3 3 2
9th +4 +3 +3 +6 4 4 4 3 2 1
10th +5 +3 +3 +7 4 4 4 3 3 2
11th +5 +3 +3 +7 Light Laser (4d6) 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 Light Laser (5d6) 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 Light Laser (6d6) 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 4 4 4 4 4 4 4 4 4 4

Class Skills (4 + Int modifier per level.)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the zed light maven.

Weapon and Armor Proficiency: Zed light mavens are proficient with simple weapons. Zed light mavens are not proficient with any armor or shields.

Zed Light Spells: A zed light maven gains ki blasts as a ki master with the changes noted on the table above. Any [Force] or energy damage from such blasts deal [Light] damage instead.

Ki Blasts: A zed light maven uses super natural powers drawn from the zed light maven spell list. She can cast any spell she knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a ki blast, a zed light maven must have a zed mastery score equal to at least 10 + the ki blast level. The Difficulty Class for a saving throw against a zed light maven's blast is 10 + the blast level + the zed light maven's zed mastery modifier.

Like other spellcasters, a zed light maven can cast only a certain number of blasts of each spell level per day. Her base daily spell allotment is given on Table: The Zed Light Maven. In addition, she receives bonus spells per day if she has a high zed mastery ability score.

A zed light maven's selection of spells is extremely limited. A zed light maven begins play knowing three 0-level blasts and two 1st-level blasts of your choice. At each new zed light maven level, she gains one or more new spells, as indicated on Table: Zed Light Maven Blasts Known. (Unlike spells per day, the number of spells a zed light maven knows is not affected by her zed mastery ability score score; the numbers on Table: Zed Light Maven Blasts Known are fixed.) These new blasts are chosen from the zed light maven spell list. The zed light maven can’t use this method of spell acquisition to learn blasts at a faster rate, however.

Upon reaching 3rd level, and at every odd zed light maven level after that, a zed light maven can choose to learn a new blast in place of one she already knows. In effect, the zed light maven “loses” the old blast in exchange for the new one. The new blast's level must be the same as that of the blast being exchanged, and it must be at least two levels lower than the highest-level zed light maven blast the zed light maven can cast. A zed light maven may swap only a single blast at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, a zed light maven need not prepare her blasts in advance. She can cast any blast she knows at any time, assuming she has not yet used up her blasts per day for that blast level. She does not have to decide ahead of time which spells she’ll cast.

Ki Blasts count as arcane spells for the purpose of arcane spell failure and prestige classes, where applicable.

Zed light mavens choose their spells from the ki master spell list, as well as the additions below. As a general rule, harmless targeted spells become self only.

0—dancing lights, detect magic, electric joltSpC, flare, launch boltSpC, launch itemSpC, light, mage hand, message, open/close, resistance, sonic snapSpC

1st—accelerated movementSpC, animate rope, blood windSpC (self only), cutting handSpC, endure elements (self only), enlarge person (self only), entropic shield, expeditious retreat, feather fall, fist of stoneSpC, floating disk, guided shotSpC, hail of stoneSpC, insightful feintSpC, jump, mage armor (self only), magic stone, nerveskitterSpC, produce flame, protection from chaos/evil/good/law (self only), reduce person (self only), resurgenceSpC (self only), rhino's rushSpC, scatterspraySpC, second windSpC, shield, shield of faith (self only), slideSpC, strategic chargeSpC, swift expeditious retreatSpC, true strike, unseen servant, updraftSpC, warning shoutSpC

2nd—aiming at the targetSpC, balancing lorecallSpC, balor nimbusSpC, bear's endurance, blast of forceSpC, blur (self only), body of the sunSpC, bull's strength, cat's grace, cloud wingsSpC (self only), detect thoughts, energy vortexSpC, false life, fireburstSpC, fuse armsSpC, greater slideSpC, gust of wind, heroicsSpC (self only), hurlSpC, ironthunder hornSpC, levitate, locate object, mirror image, misdirection (self only), owl's wisdom, protection from arrows (self only), resist energy (self only), scintillating scalesSpC, see invisibility, shatter, shatterfloorSpC, spider climb, stabilizeSpC, status, swift flySpC, swift hasteSpC, whirling bladeSpC, whispering wind

3rd—air walk, arcane sight, blink, chain missileSpC, clairaudience/clairvoyance, daylight, dispel magic, displacement (self only), downdraftSpC, dragonskinSpC, fireball, flashburstSpC, fly (self only), giant's wrathSpC, girallon's blessingSpC, graceSpC, great thunderclapSpC, greater mage armorSpC (self only), haste (self only), heroism (self only), knight's moveSpC, lesser visage of the deitySpC, magic circle against chaos/evil/good/law (trap form and self only), manyjawsSpC, nondetection (self only), protection from energy (self only), rage (self only), searing light, sonorous humSpC, strength of stoneSpC, thunderous roarSpC, tremorSpC, wind wall

4th—arcane eye, assay spell resistanceSpC, cyclonic blastSpC, death throesSpC, defenestrating sphereSpC, detect scrying, dimensional anchor, dimension door, explosive cascadeSpC, eye of the hurricaneSpC, force clawSpC, force missilesSpC, forcewaveSpC, greater floating diskSpC, greater resistanceSpC (self only), lesser globe of invulnerability, lion's chargeSpC, locate creature, orb of forceSpC, overland flight (self only), ray deflectionSpC, resilient sphere, scrying, shout, spell enhancerSpC, stoneskin (self only), sudden stalagmiteSpC, telepathic bond, thunderlanceSpC, vortex of teethSpC

5th—control winds, commune with nature, contact other plane, delay deathSpC (self only), draconic mightSpC (self only), earth reaverSpC, false vision, greater blinkSpC, greater dimension doorSpC, greater fireburstSpC, indomitabilitySpC (self only), interposing hand, magic jar, plane shift (willing only), prying eyes, rejectionSpC, sending, shard stormSpC, telekinesis, teleport, wall of force

6th—analyze dweomer, control water, delayed blast fireball, disintegrate, energy immunitySpC (self only), find the path, fires of puritySpC, forceful hand, globe of invulnerability, greater dispel magic, interplanar telepathic bondSpC, mislead, ray of lightSpC, shadow walk, superior resistanceSpC (self only), stone bodySpC, true seeing, visage of the deitySpC, wind walk

7th—control weather, emerald flame fistSpC, ethereal jaunt, excavateSpC, forcecage, grasping hand, greater arcane sight, greater plane shiftSpC, greater scrying, greater teleport, project image, radiant assaultSpC, regenerate, repulsion, reverse gravity, sequester, spell turning, statue, storm of elemental furySpC, storm towerSpC, telekinetic sphere, teleport object, waterspoutSpC

8th—clenched fist, discern location, earthquake, fortunate fateSpC (self only), greater prying eyes, greater shout, iron body, lion's roarSpC, mind blank, moment of prescience, protection from spells (self only), stormrageSpC, sunburst, unyielding rootsSpC, whirlwind

9th—astral projection, crushing hand, foresight, greater visage of the deitySpC, greater whirlwindSpC, meteor swarm, sphere of ultimate destructionSpC, storm of vengeance

Table: Zed Light Maven Blasts Known
Level Ki Blasts Known
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 1
2nd 3 1
3rd 3 2 0
4th 4 2 1
5th 4 3 1 0
6th 5 3 1 1
7th 5 4 2 1 0
8th 6 4 2 1 1
9th 6 4 3 2 1 0
10th 7 4 3 2 1 1
11th 7 4 4 3 2 1 0
12th 7 4 4 3 2 1 1
13th 7 4 4 3 3 2 1 0
14th 7 4 4 3 3 2 1 1
15th 7 4 4 3 3 3 2 1 0
16th 7 4 4 3 3 3 2 1 1
17th 7 4 4 3 3 3 2 2 1 0
18th 7 4 4 3 3 3 2 2 1 1
19th 7 4 4 3 3 3 2 2 2 1
20th 8 4 4 3 3 3 2 2 2 2

Zed Mastery: A zed light maven much choose which mental ability score to focus her zed light powers through.

  • A zed light maven that chooses Charisma uses this ability instead of Dexterity for her Initiative checks.
  • A zed light maven that chooses Wisdom gains the domain ability of a single cleric domain of her choice.
  • A zed light maven that chooses Intelligence

Light Laser (Su): As an attack action, a zed light maven can project a forceful deluge of light upon a target within close range (25+5 ft./2 caster levels) as a ray with a critical threat range of 19-20/×2, dealing 1d6+1 per caster level in Light typed damage (though she may deal nonlethal damage at no penalty). This deals additional damage equal to the creature's HD total against oozes, undead, and creatures vulnerable to light. If a critical hit is confirmed against a vulnerable creature that is immune to critical hits, the damage is instead maximized.

At the expense of damage, a zed light maven's light laser can be augmented. For every 1d6 base damage given up, one of the following special augmentations can be added. Damage cannot be reduced below 1d6 base damage.

  • Reach: The light laser's range increases to Medium (100 ft. + 10 ft./level). Creature's struck point blank by the laser suffer a –2 penalty to AC and saves against it.
  • Blinding: The target is blinded (DC 10 + 1/2 class level + zed mastery ability) for 1 round unless it makes a successful Fortitude save, though it is still dazzled 1 round on a success.
  • Influx: The target glows, exuding illumination as the light spell for 1 round per its HD unless it succeeds on a Fortitude save (DC 10 + 1/2 class level + zed mastery ability).
  • Draw Out: The light laser becomes a touch attack.

A zed light maven's light laser can be enhanced as if it were a ranged manufactured weapon. She counts as having Craft Magic Arms and Armor for the purposes of enhancing her own light laser.

Glow (Su): A zed light maven can glow as a candle or as the light spell at will, activating or suppressing it as a free action on her turn.

Empower/Dim Light (Su): At 2nd level, A zed light maven target any light source within in 10 ft./class level.

Suppress Darkness (Su): At 3rd level, a zed light maven can make an opposed level check against a darkness or shadow effect within Medium range (100 ft. + 10 ft./level). On success, the effect's radius or area is halved (to a minimum of 0 feet). At 6th level, she may nullify the ability on a success.

Zed Light Perfection: The 20th level...



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