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Warrior of Light
Though not chosen to embody the power of their god, these fighters have sworn vows to protect those who cannot protect themselves and
to observe the virtues of the Church of the Light. In
return for their pledge they are granted powers to assist them with their vows these warriors receive divine powers to bolster their fight
against evil. They are fighters who are aware of the divine war for the souls of mortals and who have thrown their lot in with the powers of
To qualify to become a Warrior of Light, a character must fulfill all the following criteria.
The Warrior of Light's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Jump (Str),
Knowledge Religion (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str). See Chapter 4 of the Player's Handbook for
All of the following are class features of the Warrior of Light prestige class.
Lay on Hands (Su): At second level, once per day, a Warrior of Light can lay on hands, healing himself or another of damage equal to his Warrior of Light level multiplied by his Charisma modifier.
Bane of Evil (Su): At fourth level, once per day, a Warrior of Light can imbue their weapon with holy power. For a number of rounds equal to their Charisma modifier (minimum 1) the weapon deals bonus damage as though it were a holy weapon, inflicting an additional 2d6 points of damage against all of evil alignment.
Holy Aura (Su): At fifth level, once per day, a Warrior of Light can radiate an aura of holy power in a 10 ft. radius. All allies within the area of effect gain a +2 morale bonus to their attack rolls, saving throws, and skill checks. The aura lasts for five rounds. Activating the aura is a standard action during which the Warrior of Light invokes the power of Lathidus.