Luminar

by

Luminar

Hit Die: d6

Class Abilities: Primary Spellcaster Ability (Either INT, WIS, or CHA)

A luminar is a trained spellcaster. They could have been trained by any one of the many institutions in Atheles. The Wizard Tower, the Druid Council, and other various institutions, such as the Church of the One, all have the ability to train luminar. Though their base stats may be shared, their choices of spells and Talents should reflect their path of learning.

Starting Spells known at level 1
0 Mana Spells 4
1 Mana Spells 2+1/2 Spellcaster Primary Ability Bonus*

*The Spellcaster Primary Ability Bonus is the ability bonus listed in Ability Bonus chart . The Spellcaster chooses their primary Spellcaster Ability (INT, WIS, or CHA) when they choose a spellcaster class.

Mana Pool Table 1: Base Mana per Day

Caster Level Mana per Day
1st 2
2nd 4
3rd 7
4th 11
5th 16
6th 24
7th 33
8th 44

Mana Pool Table 2: Mana Bonus (Based on Spellcasting Ability Score vs. Spellcaster Level)

Spellcasting Base Ability Score Level of Spellcaster  
1-2 3-4 5-6 7-8
12-13 1 1 1 1
14-15 1 4 4 4
16-17 1 4 9 9
18-19 1 4 9 16
20-21 2 5 10 17
22-23 2 8 13 20

For more on Mana and Magic, please see the chapter on Magic.

Level Base Attack Bonus (BAB) Fort Save Ref Save Will Save Class Feature Level Bonus*
1st +0 +1 +0 +2 Energy Burst, Spell Book, Spell Sight 1st Legacy Item, 10 Skill Points to start, 2 Talent Points
2nd +1 +1 +0 +3 Bonus Hit Point, +1 Skill Point
3rd +1 +2 +1 +3 1 Talent Point All Resistances gain +1, +1 Skill Point, 1 Talent Point
4th +2 +2 +1 +4 Energy Blast +1 Ability Point, +1 Skill Point, 2nd Legacy Item
5th +2 +2 +1 +4 +1 Deflection Bonus to AC, +1 Skill Point
6th +3 +3 +2 +5 Energy Wall, 1 Talent Point All Resistances gain +1, +1 Skill Point, 1 Talent Point
7th +3 +3 +2 +5 Natural Armor +1, +1 Skill Point, 3rd Legacy Item
8th +4 +3 +2 +6 Call of the Elements +1 Ability Point, +1 Skill Point

*Level dependent, not class dependent. These skills are completely independent of Class Feature.

Energy Burst: The luminar fires a small orb of energy (caster’s focus) at the target. He or she must succeed on a ranged touch attack to hit the target. The orb deals 1d4 +1 points of chosen energy damage (fire, ice, acid, stone, or air). This ability gains in power and adds 1d4 +1 damage for each 2 caster levels. Range 40 ft.

Spell Book: A luminar uses a “spell book” to keep track of their spells. This doesn’t have to be an actual book; it could be a staff inscribed with runes, or detailed tattoos, or pieces of leather inscribed with small text.

Spell Sight: A luminar can use Spell Sight to memorize a spell that he witnesses being cast. This ability is detailed further in the chapter on Magic.

Energy Blast: The luminar casts a small orb that explodes in a chosen energy (fire, ice, acid, stone or air) up to 40’ away from the caster, doing 4d4 damage to all within a 15’ radius. The luminar can also cause the energy blast to instead heal 4d4 hit points to all within a 15’ radius.

Energy Wall: Once per day, a luminar can summon a 15’x 15’ x 2’ wall of energy that does 6d4 damage of chosen energy damage (fire, ice, acid, stone or wind) to any who cross. Lasts 2d4 rounds. 60’ range.

Call of the Elements: Once per day, a luminar can summon a raging storm of chosen energy (fire, ice, acid, stone or air) to do 8d6+8 damage to a 40’ radius of creatures. Range 80’. DC (Difficulty Class) 18, Reflex save for half damage. The luminar can also use this ability to instead Stun all creatures in a 40’ radius. A DC 18 Will save to negate.