Rules governing Advent classes
Bending light comes as naturally for a Prism as it does for their namesake. They are intricately familiar with the connection between the lotus chakra in the subtle body and the six chakras of the physical body. When one can bend the light within one's own body, it is a natural progression to bend the light outside the body
Martialists and Path of Peace Pyromancers make excellent Prisms, as they have a headstart when learning how to unify the light within and without the body. Martialists are also already experts at manipulating their own ki, and some view Prism as the maritialist's adept class. Dreakwalkers and Neamhni are closely connected cross disciplines, and it has even been said that those that master both Prism and Neamhni are able to control the violent reaction when the two abilities mix
Between the requirement for self-control, the resulting introspection, and the enhanced vision Prisms have, their personalities are often confident, clear-eyed, and decisive. They are often very optimistic or pessimistic and can even oscillate between the two, but are rarely anything in between. Their emotions flow freely and evenly, without reserve or concern for vulnerability
Prism Advent Class Level Table
| Level | Talent Points | Level Bonuses |
|---|---|---|
| 1 | 10 Talent Points | 1 Talent |
| 2 | 10 Talent Points | 1 Talent |
| 3 | 10 Talent Points | 5 Bonus Talent Points |
| 4 | 10 Talent Points | 1 Talent |
| 5 | 15 Talent Points | 1 Feat |
| 6 | 15 Talent Points | 1 Talent |
| 7 | 15 Talent Points | 5 Bonus Talent Points |
| 8 | 15 Talent Points | 1 Talent |
| 9 | 20 Talent Points | 1 Feat |
| 10 | 20 Talent Points | 10 Bonus Talent Points |
Action: Full
Requires: Prism Level 4, Halo or Lens or Starsight
Description: You create a constellation of connections through nearby creatures, pulsing healing light through the constellation, which gets stronger when it hits more creatures
Range: 15 feet
Speed: Instant
Effect: All creatures in the constellation and any creature that passes through beams receives healing
Healing: Resolve x 3 + 6d6, plus 2d6 for each constellation member
Cooldown: 12 rounds
Special:
Talent Point Improvements:
□ Reduce the required action by one level. Minimum action is Standard
□ Extend the range by 5 feet. Maximum range is 40 feet
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds
□ Increase the maximum number of constellation members by 1
Action: Standard
Requires: No requirements
Description: You create a special kind of light which is more valuable than the simple light it casts, revealing the truth as you interact with others
Range: 30 feet
Speed: Instant
Effect: You gain a 2d6 bonus to Sense Motive for 1 round
Cooldown: 12 rounds
Special:
Talent Point Improvements:
□ Reduce the required action by one level
□ Extend the range by 10 feet
□ Increase the bonus by 1d6. Maximum bonus is 6d6
□ Extend the duration by 2 rounds
□□□ Reduce the cooldown by 2 rounds
Action: Standard
Requires: No requirements
Description: You blur the light of your body in a shifting pattern, making it difficult to predict your movements
Effect: You gain a 1d6 base defense bonus for 1 segment
Cooldown: 12 rounds
Talent Point Improvements:
□ Reduce the required action by one level. Minimum action is Move
□ Increase the bonus by 1d6. Maximum bonus is 12d6
□ Extend the duration by 1 segment. Maximum duration is 5 segments
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds
Action: Full
Requires: Prism Level 6
Description: You learn to filter the light around you to suit the situation
Range: 20 feet
Speed: Instant
Effect: You filter light around you for up to 1 round
Cooldown: 12 rounds
Special:
Talent Point Improvements:
□ Reduce the required action by one level. Minimum action is Move
□ Extend the range by 10 feet
□ Extend the duration by 1 round
□ Reduce the cooldown by 1 round
Action: Full
Requires: Prism Level 6
Description: You create a torrent of prismatic light to sear your enemies
Range: 60 feet
Speed: Instant
Effect: A beam of light five feet wide
Offensive: Attack Bonus + Dex + 6d6
Defensive: Defense Bonus + Dex + 6d6
Damage: Strength x 3 + 6d6 [Burning] or [Ki]
Cooldown: 12 rounds
Special:
Talent Point Improvements:
□ Reduce the required action by one level. Minimum action is Standard
□ Extend the range by 10 feet
□□□□□ □□□□□ Increase the dice bonus of the offensive and defensive formula by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds
Action: Standard
Requires: No requirements
Description: Create a halo which creates illumnation, enhances your perception, and augments your presence
Effect: You gain a 3d6 bonus to Perception and advantage on all opposed Resolve Checks for 6 rounds
Cooldown: 12 rounds
Talent Point Improvements:
□ Reduce the required action by one level
□ Extend the duration by 1 round
□□ Increase the perception bonus by 1d6. Maximum bonus is 6d6
□ Reduce the cooldown by 1 round
Action: Full
Requires: Flare or Reflection or Refraction
Description: Three beams of prismatic light descend from the sky
Range: 20 feet
Speed: Instant
Effect: Three blooms at target hexes, pushes all creatures back 5 feet
Offensive: Attack Bonus + Dex + 6d6
Defensive: Defense Bonus + Dex + 6d6
Damage: Strength x 3 + 6d6 [Ki]
Cooldown: 12 rounds
Special:
Talent Point Improvements:
□ Extend the range by 5 feet. Maximum range is 60 feet
□□□□□ □□□□□ Increase the dice bonus of the offensive and defensive formula by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds
Action: Full
Requires: Constellation or Filter or Reflection
Description: Bend light itself to create a lens which allows you to see great distances
Range: 15 feet
Speed: Instant
Effect: Create a lens effect within the range for 1 round
Cooldown: 12 rounds
Special:
Talent Point Improvements:
□ Reduce the required action by one level. Minimum action is Swift
□ Extend the range by 5 feet
□ Add 6x to the maximum zoom factor. Maximum zoom factor is 300x
□ Extend the duration by 1 round
□ Reduce the cooldown by 2 rounds
Action: Full
Requires: No requirements
Description: You create a prism whose panes heavily distort incoming light
Range: 30 feet
Speed: Instant
Effect: Prism with 10 foot “radius”, 20 feet tall
Cooldown: 12 rounds
Special:
Talent Point Improvements:
□ Reduce the required action by one level. Minimum action is Standard
□ Extend the range by 5 feet
□ Extend the radius by 5 feet and the height by 10 feet
□ Extend the duration by 1 segment. Maximum duration is 5 segments
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds
Action: Full
Requires: Prism Level 4, Ion or Lens or Prism
Description: You create a polygonal plane of light that deflects energy attacks
Range: 10 feet
Speed: Instant
Effect: A 1 unit plane that deflects energy attacks and lasts for 1 segment
Cooldown: 12 rounds
Special: The plane deflects all fire, ki, light, and lightning attacks
Talent Point Improvements:
□ Reduce the required action by one level. Minimum action is Standard
□ Increase the size of the plane by 1 unit
□ Extend the range by 5 feet
□□ Extend the duration by 1 segment. Maximum duration is 8 segments
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds
Action: Full
Requires: Prism Level 4, Dispersion or Ion or Starsight
Description: You are able to bend and reflect light around your body, hiding your movements
Effect: You gain a +1 bonus to stealth when moving, and a +2 bonus when standing still for one round
Cooldown: 12 rounds
Special: Truesight negates this effect
Talent Point Improvements:
□ Reduce the required action by one level. Minimum action is Move
□ Extend the duration by 1 round
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round
Action: Standard
Requires: Daylight or Constellation or Refraction
Description: You create a constellation of connections through nearby allies, allowing you to see through their collective eyes, enhancing your vision
Range: 20 feet
Speed: Instant
Effect: Once per day for three rounds, you can see through the eyes of any ally within the constellation, or experience a unification of all the constellation's members collective vision. In either experience you also see with Truesight
Cooldown: 12 rounds
Special:
Talent Point Improvements:
□ Reduce the required action by one level. Minimum action is Swift
□ Extend the range by 5 feet
□□□ Extend the duration by 1 round
□□□ □□□ Increase the uses per day by 1. Maximum uses per day is 3
□□□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round