Warding Light [Racial]
The night light really holds the monsters away.Prerequisites: 5HD, Eerie Light racial trait.Benefit: When using your Eerie Light trait to scare evil spirits, it also acts similarly to a ghostlight lantern. Any undead or evil outsider within or entering within the light range of your Eerie Light must make a Will save (DC is 10 + 1/2 HD + Wisdom modifier) or be unable to get any closer as per a repulsion effect. Any of these creatures within the effect range of the light - either from being there when it is activated, or by beating the save DC against its repulsion - takes 2d6 points of damage every round until it leaves the area.
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