Luminar

A luminar is a trained spellcaster. They could have been trained by any one of the many institutions in Uteria. The Wizard Tower, the Druid Council, and the Church 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.

Gaming

Hit Die: d6

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

A luminar is a trained spellcaster. They could have been trained by any one of the many institutions in Uteria. The Wizard Tower, the Druid Council, and the Church 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 chosens their primary Spellcaster Ability when they choose a spellcaster class (INT,WIS, or CHA).

Level Base Attack Bonus (BAB) Fort Save Ref Save Will Save Class Bonus Level Bonus*
1st +0 +1 +0 +2 Energy Burst, Spell Book, Spell Sight 1st Legacy Item, 5 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 dependant, not class dependant. These skills are completely independant of Class bonus.

Energy Burst: You fire a small orb of energy (caster’s focus) at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d4 +1 points of chosen energy damage. Energy: Fire, Ice, Acid, Stone, 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 a book, it could be a staff inscribed with runes, or detailed tattoos, or pieces of leather inscribed with small text.

Energy Blast:  You cast a small orb that explodes in a chosen energy 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, you summon a 15’x2’ wall of energy that does 6d4 damage of chosen energy damage to any who cross.

Call of the Elements: Once per day, you can summon a raging storm of chosen energy to do 8d6+8 damage to a 40’ radius of creatures. Range 80’. DC 18 Reflex 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.