email: Aelor

Dawnbringer of Vesta

 

Hit die: d8

 

CLASS REQUIREMENTS
To qualify to become a Dawnbringer, a character must fullfill all of the following criteria:

Patron Diety: Vesta.
Alignment: Any Good.
Spellcasting: Ability to cast 3rd-level divine spells.
Diplomacy: 5 ranks
Heal: 8 ranks
Knowledge (Religion): 8 ranks
Spellcraft: 5 ranks.
Feats: Extra Turning


CLASS SKILLS
Skill points at each level:
2 + Int modifier

Concentration
Diplomacy
Heal
Knowledge (Arcana)
Knowledge (History)
Knowledge (The Planes)
Knowledge (Religion)
Profession
Spellcraft
Spot


THE DAWNBRINGER


Level

Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special

Spells Per Day

1st

+0

+2

+0

+2

Radiance, Turn Undead

-

2nd

+1

+2

+0

+2

-

+1 level of existing class

3rd

+2

+3

+1

+3

Daylight 1/day

+1 level of existing class

4th

+3

+4

+1

+4

Hand of Vesta

+1 level of existing class

5th

+3

+4

+1

+4

-

+1 level of existing class

6th

+4

+5

+2

+5

Morning Favor

+1 level of existing class

7th

+5

+5

+2

+5

-

+1 level of existing class

8th

+6

+6

+2

+6

Prayer of the Dawn

+1 level of existing class

9th

+6

+6

+3

+6

Souls' Release

+1 level of existing class

10th

+7

+7

+3

+7

Eyes of Vesta

+1 level of existing class

 

Class Features

 

All of the following are class features of the Dawnbringer of Vesta prestige class.

 

Weapon and Armor Proficiency: Dawnbringers of Vesta gain no proficiency with any weapon, armor, or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.

 

Spells per Day/Spells Known: When a new Dawnbringer of Vesta is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting granted him spells before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the level of Dawnbringer of Vesta to the level of whatever other divine spellcasting class granted him access to 3rd-level spells, then determins spells per day, spells known, and caster level accordingly.

If a character had more than one divine spellcasting class that granted access to 3rd-level spells before he became a Dawnbringer of Vesta, he must decide to which class he adds each level of Dawnbringer for the purpose of determining spells per day and spells known.

 

Radiance (Su): When a Dawnbringer of Vesta casts any spell with the light descriptor, the resulting light is brighter than normal. The radius of illumination is doubled, and the spell is treated as if it were one level higher than it actually is for all purposes, including determining whether it can counter or dispel a Darkness spell. Thus, a daylight spell cast by a Dawnbringer of Vesta sheds light in a 120-foot radius, and is treated as a 4th-level spell, allowing it to counter or dispel any Darkness spell of 4th level or lower.

 

Turn Undead (Ex): A Dawnbringer of Vesta adds his Dawnbringer class levels to his cleric levels for all purposes related to turning undead.

 

Daylight (Sp): At 3rd level, the Dawnbringer of Vesta may use daylight once per day (caster level equals Dawnbringer of Vesta's divine caster level).

 

Hand of Vesta (Su): When a Dawnbringer of Vesta reaches 4th level, his attacks with any weapon or an unarmed strike are treated as good-aligned for the purpose of overcoming damage reduction.

 

Morning Favor (Su): Beginning at 6th level, a Dawnbringer of Vesta gains a +2 morale bonus on Will saves from sunrise until noon. This ability is in effect only while he can see the sun; the effect is suppressed any time he is deprived of the sight of it during this period.

 

Prayer of the Dawn (Su): Once per tenday, a Dawnbringer of at least 8th level may spend one uninterrupted hour before dawn praying to Vesta, in addition to his normal praying for spells. As soon as the sun rises after this ritual, he gains one benefit of his choice from the following list.

 

- Healing up to full normal hit points (self only).

- Removal of any poisons or diseases (self only). This effect does not restore ability damage or ability drain caused by poison or disease.

- Full restoration of ability damage due to poison or disease.

 

Souls' Release (Su): In lieu of two daily uses of his turning ability, a Dawnbringer who is at least 9th level can channel the energy of Vesta into a burst that causes the lost souls of all undead within 100 feet of him to be released to their original deity. This effect deals 1d6 points of damage per Dawnbringer of Vesta level to every undead within range. Each affected undead may attempt a Reflex save (DC 20 + the Dawnbringer's Cha modifier) to halve the damage.

 

Eyes of Vesta (Su): When the Dawnbringer of Vesta reaches 10th level, the warmth of Vesta is perpetually within him. No matter how dark it is, the Dawnbringer sees as though the conditions were identical to the outdoors at sunrise. This ability functions like darkvision out to 60 feet, except that the Dawnbringer sees in color. The Dawnbringer also gains a +2 sacred bonus on saving throws against spells with the darkness descriptor and a +2 sacred bonus to Armor Class against all attacks from undead creatures.