Celestial Beacon (3.5e Prestige Class)

Celestial Beacon

The Lower Planes are realms of evil of such magnitude that the good are oppressed in such a place. Those whose goodness is so strong that it radiates from them are beacons to the denizens of these realms, and some have learned to harness this light to burn away the unclean presence of the fiends. Their very bodies are transformed into golden beacons of all that is good.

Becoming a Celestial Beacon

Clerics and Paladins are using the only types that take on this class.

Entry Requirements
Alignment Any Good
Base Attack Bonus: +5.
Skills: Knowledge (Planes) 4 ranks, Knowledge(Religion) 8 ranks.
Special: Must radiate moderate good.
Special: Must be proficient in heavy armor.
Table: The Celestial Beacon

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
FortRefWill
1st+1+2+0+2 Aura of Purity, Smite Evil 1/day +1 divine spellcasting class level
2nd+2+3+0+3 Halo of the Righteous, Arm of the Holy +1 divine spellcasting class level
3rd+3+3+1+3 Smite Evil 2/day +1 divine spellcasting class level
4th+4+4+1+4 Armament of the Holy +1 divine spellcasting class level
5th+5+4+1+4 Death Ward +1 divine spellcasting class level
6th+6+5+2+5 Flare of Goodness, Smite Evil 3/day +1 divine spellcasting class level
7th+7+5+2+5 Light of Peace +1 divine spellcasting class level
8th+8+6+2+6 Holyfire Shield +1 divine spellcasting class level
9th+9+6+3+6 Smite Evil 4/day +1 divine spellcasting class level
10th+10+7+3+7 Celestial Aspect, Ward Against Evil Magic +1 divine spellcasting class level

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate(Cha), Heal(Wis), Knowledge (Religion) (Int), Profession (Wis), and Spellcraft (Int).

Class Features

Weapon and Armor Proficiency: Celestial Beacons gain no proficiency with any weapon or armor, but they do gain proficiency with the Tower Shield.

Aura of Purity (Ex): At 1st level, a Celestial Beacon emanates an aura of purity which causes evil creatures to suffer a -1 on all attack rolls. This debuff stacks with other debuffs, such as bless.

Smite Evil (Su): A Celestial Beacon may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per Celestial Beacon level. If the Celestial Beacon accidentally smites a creature that is not evil, the smite has no effect, but a use of the ability is expended for that day. The Celestial Beacon gains an additional use of this ability at level 3, 6, and 9.

Halo of the Righteous (Su): At 2nd level, the Celestial Beacon can cast magic circle against evil any number of times each day.

Arms of the Holy: At 2nd level, any melee attack performed by a celestial beacon counts as good-aligned for the purposes by bypassing damage reduction.

Armament of the Holy (Su): At 4th level, any armor worn by the Celestial Beacon takes on a silvery or golden sheen, and it is one category lighter than normal. Heavy armor is treated as medium, and medium armor is treated as light, but light armor are still treated as light. The maximum Dexterity bonus is increased by 1, and armor check penalties are lessened by 1 (to a minimum of 0). At level 8, the maximum Dexterity bonus is increased by an additional 1 and the armor check penatlies are lessened by an additional 1, and the celestial beacon gains DR 5/evil.

Death Ward(Su): At 5th level, the Celestial Beacon is immune to all death spells, magical death effects, energy drain, and any negative energy effects.

Flare of Goodness (Su): At 6th level, the Celestial Beacon may perform a Flare of Goodness as a swift action. This has the effects of a sunburst spell, and a greater dispel magic. After using this ability, all class features gained from Celestial Beacon levels are suppressed and cannot be used for 1d4+1 rounds, except for Armament of the Holy.

Light of Peace: At 7th level, 1/day a Celestial Beacon can cast sanctuary. The Celestial Beacons also gains the ability to shine as brightly as a torch. He may suppress or renew this ability as a swift action.

Holy fire Shield (Sp): An 8th level Celestial Beacon gains a spell-like ability that reproduces the effects of a fire shield, but the damage it inflicts is holy damage and instead of reducing cold damage, it reduces unholy damage by half (rounded down).

Celestial Aspect (Ex): At 10th level, the Celestial Beacon becomes a magical creature. He is forever more treated as an outsider rather than as a humanoid (or whatever the Celestial Beacon’s creature type was) for the purpose of spells and magical effects. Unlike other outsiders, the celestial beacon can still be brought back from the dead as if she were a member of her previous creature type.

Divine Strength (Ex): At 10th level, the Celestial Beacon gains a +2 to Str, +2 to Wis, and +2 to Cha.

Ward Against Evil Magic: At 10th level, the Celestial Beacon gains SR of 5 + character level, but only against evil spells and spell-like abilities and the spells and spell-like abilities cast by evil-aligned creatures.

Tome of Fiends (source)



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Back to Main Page 3.5e Homebrew Sourcebooks Tome of Fiends → Fiends with Class

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