Bender of Light (3.5e Class)

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Author: Zhenra-Khal (talk)
Date Created: 6/21/2018
Status: Done, pending color abilities and more bends.
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A person born with the innate ability to manipulate light. 20 1 Moderate Poor Poor Good Alternate Magic, Other Other


Bender of Light[edit]

In lightless worlds and darkest night, all will find the will to fight. This will burns bright within the Bender of Light, manifesting in the ability to create and manipulate light, firing lasers, blinding enemies, creating holographic illusions, and so forth.

Making a Bender of Light[edit]

Benders of Light are secondary warriors, usually best at a range. They can be somewhat squishy, causing them to often hide behind beefier allies.

Abilities: Charisma is your most important attribute, allowing you to control and call forth the light within. Constitution helps you be more durable, while Dexterity helps you throw lasers.

Races: Most common among humans, genasi and Aasimar, the ability to create and manipulate light can manifest in anyone, though those from lightless places such as drow or shadar-kai are incredibly unlikely to have or even want such a power.

Alignment: Any.

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: Simple.

Table: The Bender of Light

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Bends Known
Fort Ref Will Minor Major
1st +0 +0 +0 +2 Basic Bends, Light Affinity, Color Affinity 1 0
2nd +1 +0 +0 +3 2 0
3rd +2 +1 +1 +3 3 0
4th +3 +1 +1 +4 3 0
5th +3 +1 +1 +4 4 0
6th +4 +2 +2 +5 Color Affinity 4 0
7th +5 +2 +2 +5 5 1
8th +6/+1 +2 +2 +6 5 1
9th +6/+1 +3 +3 +6 6 1
10th +7/+2 +3 +3 +7 6 1
11th +8/+3 +3 +3 +7 Color Affinity 7 2
12th +9/+4 +4 +4 +8 7 2
13th +9/+4 +4 +4 +8 8 2
14th +10/+5 +4 +4 +9 8 2
15th +11/+6/+1 +5 +5 +9 9 3
16th +12/+7/+2 +5 +5 +10 Color Affinity 9 3
17th +12/+7/+3 +5 +5 +10 10 3
18th +13/+8/+3 +6 +6 +11 10 4
19th +14/+9/+4 +6 +6 +11 11 4
20th +15/+10/+5 +6 +6 +12 11 5

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Control Shape (Wis), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Any two) (Int), Listen (Wis), Move Silently (Dex), Perform (Any one) (Cha), Profession (Any two) (Wis), Sense Motive (Wis), Speak Language (None), Spot (Wis), Tumble (Dex), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Bender of Light.

Weapon and Armor Proficiency: Benders of Light are proficient with all simple weapons, plus 3 martial weapons of their choice. They are also proficient with light armor, but not with shields.

Bending (Su): The Bender of Light uses Light Bends, chosen from the list below. Using a Bend is a Standard action unless otherwise noted, and the save DC for any Light Bend is equal to 10 + 1/2 class level + Charisma modifier. All Bends require somatic components in the form of broad arm and leg movements, unless stated otherwise. Benders of Light have a Bender Level equal to their class level; Bending level stacks from multiple sources. If an area of effect is specified, you may reduce your bending level for the purposes of determining that area as desired. All Light Bends are [Light] effects (With an effect level equal to 1/2 your Bender level, max 9th) and generate light like a torch while active.

Trap Save: Some Bends allow a Trap save. This functions like a normal saving throw, except creatures above half health automatically succeed.

Supernatural Spells: Some Light Bends replicate the effects of spells. Unless the duration is instantaneous, the spell-emulating Bend requires a Swift action each round to maintain. You use your Bender Level in place of Caster Level for these spells, and use your Bend DC in place of the spell's normal DC. You can only have one such spell-mimicking Bend in effect at once.

Radiant Damage: Many harmful abilities of the Bender of Light use Radiant damage. Damage of this type is focused light, and when used against undead, ooze or fungal creatures, has its die size increased by 1 (So from 1d6 to 1d8, for example). When used against creatures normally harmed by sunlight, such as vampires, the dice size instead increases by 2 (From d6 to d10, for example). This is the same type of damage dealt by spells such as Searing Light.

Basic Bends (Su): You can create light at will, centered on yourself. This can be any intensity you like, up to the light generated by a torch.

Spectrum Affinity: At 1st level, you can choose to have a connection with a color group on the spectrum of light - These are Red, Orange, Yellow, Green, Blue, and Violet. Doing so will change all of your Bender of Light abilities the corresponding color; Thus if you chose Orange, all of your lasers and the like would shine Orange light. Choosing a color will also give you access to Bends specific to that color, as well as one additional Minor Bend of that color. At 8th level, you gain an additional Major bend specific to that color. Once Spectrum is chosen, it cannot be changed.

You can instead choose White light to be your color affinity, allowing you greater control over the powers you already have access to. You gain bonus bend slots at the same levels as practitioners of the other colors gain bonus bends. By spending a round in uninterrupted meditation (A full-round action that provokes attacks of opportunity, during which you lose your Dexterity bonus to armor class), you can fill these slots with any Bends from the main Bender of Light list that you qualify for. These can, of course, be changed at any time with another full-round action.

Rumor has it there are also those who use Black light, emotionless, undead creatures who solely want to extinguish all light in the world. But these are thankfully rarely seen. That, or those who see them don't live to share the experience.


Color Affinity: At st and every 5th level afterwards, you can choose a specific color from your Spectrum. Doing so grants you a small bonus and a special ability. If you didn't choose a color spectrum, whenever you would gain a Color Affinity, you instead gain an additional Bending Slot to use with your above White affinity.




Light Bends[edit]

Simple Light Bends[edit]

These are all the Bends available to Benders of Light.

Minor Bends[edit]

  • Light Ray: As an attack action, fire a ray of light as a ranged touch attack with Medium range. On a successful hit, deal 1d6 Radiant damage, plus 1d4 per 3 Bending levels.
  • Prismatic Shard: You can hurl shards of crystalline light as an attack action. This is a ranged attack with a 120ft range increment, and deals 1d6 damage (Plus 1d4 per 3 Bending levels).
  • Light Shield: You can generate an orb-shaped shield of solid light around yourself by concentrating. Once cast, this Bend requires a Swift action each round to maintain it; Otherwise it only lasts for 1 round. When first cast, the shield only has a number of HP equal to your Charisma modifier, but gains 1 HP per round while active, up to a maximum number of HP equal to your Charisma mod + twice your Bending Level. This shield does not grant you any immunity to precision damage while active, but it does grant you a +1 Deflection bonus to AC, and +1 on saves against light-based effects, for every 4 Bending levels you possess (Min +1). If the shield is broken by damage, it explodes in a burst of light, forcing yourself and all creatures within 15ft to make a Reflex trap save of be blinded for 1 round.
  • Eternal Glow: You can cause a light to shine like a torch permanently by touch. This counts as a spell of a level equal to 1/2 your Bending level (Max 9th) with a permanent duration.
  • Flash Step: As a standard action, you move up to your highest movement speed in a straight line, passing through creatures. You deal 1d6 Radiant damage to all creatures you pass through (+1d4 per 3 Bending Levels), with a Reflex save for half. You can even pass through barriers, but 3 feet of stone, 5 inches of common metal, a thin sheet of lead, or 10 feet of wood or dirt halts your movement and deals falling damage to you as if you had fallen the remaining distance of your dash (So if you tried to dash 30 feet and hit a wall you could not pass through after moving 10ft, you would be halted and take falling damage as if you had fallen 20ft).
  • Light as Air: You can now float softly, using light to propel yourself off the ground. You can now choose to float 1 foot off the ground, moving your normal speed and even able to charge or run as normal. While floating, you ignore most difficult terrain. However, when floating above 1ft off the ground, your speed drops to 10ft per round. This is the same as the Scorn Earth ability of an Elocater, and counts as such.
  • Pattern Weaver: You can create patterns of shifting colors, allowing you to replicate the effects of Color Spray, Blur and Hypnotic Pattern as supernatural abilities. Requires Hologram.


Major Bends[edit]

  • Absorb Light: You can concentrate on a light source within Medium range, preventing it from shedding light. You can do this to a number of nonmagical light sources equal to your Charisma modifier, +1 per 3 Bending Levels, as long as they are no stronger than a Torch. Alternatively, you can do this to one magical light source, by attempting a Dispel check against it, using your Bender level. If the magical light source is a spell, power or similar temporary ability, the ability ends as if dispelled. If the ability is a magic item, entity or other permanent source of magical light, the light is merely repressed, preventing that one target from shedding any light. Once a permanent source is repressed, you must concentrate on it (As if it were a spell) to maintain the repression. This bend never sheds light.
Additionally, after learning this Bend, you can choose for your other bends not to shed light, but any bend whose light is suppressed in this manner has its bending level reduced by half.


  • Unseen Torch (Passive): You can now choose for your Bends to be invisible to the naked eye. The no longer shed light in the normal spectrum, but are perfectly visible to those using darkvision, as well as creatures who can see invisibility, see through magical darkness, and those with True Seeing. They even show color in these spectrums, the exception to the normal rule that darkvision is black-and-white only.
  • Light as the Stars (Passive): You gain a Fly speed equal to your land speed, with Good maneuverability. Requires Light as Air.
  • Blinding Light (Passive): Whenever you deal Radiant damage to a target equal to twice its HD within a single round, if it can see your bends, it must make a Reflex Trap save or be Blinded for one round. This is a sight-dependent effect, meaning it does not work in combination with Unseen Torch unless the target meets one of the conditions that would allow it to see your Bends. Once Blinded, that target cannot be Blinded by this passive Bend again for 3 rounds.
  • Unseen Torchbearer: You can turn yourself invisible (As per Invisibility) as a swift action. This bend requires another swift action each round to maintain it; Otherwise it only lasts 1 round. Requires Unseen Torch and Pattern Weaver.
  • Sunburst (Passive): When you use Light Ray or Prismatic Shard, you can choose to have the attacks burst on impact. When they hit a target, they deal their damage in a 10ft radius centered on the target struck; Everyone within the radius except the initial target is allowed a Reflex Trap save for half damage. Requires Light Ray or Prismatic Shard.
  • Sunbeam (Passive): When you use Light Ray or Prismatic Shard, you can choose to have the attacks pass through enemies in a straight line. When you do so, you make one attack roll and apply it to the AC of every target in the line separately. Requires Light Ray or Prismatic Shard.


Red Light Bends[edit]

These are the bends available to users of the Red Light Spectrum. The colors of Red light are Magenta, Ruby, Crimson, Scarlet and Vermilion.

Minor Bends[edit]

  • Blazing Light (Passive): When you deal Radiant damage to a target, you can choose for it to count as Fire damage for the purposes of vulnerability to fire, heating objects and igniting objects. All other Red bends require this one.


  • Solar Blast: When under the open sky, you can call down a blast of fire from the sun. This is a column effect with a 10ft radius that deals 1d8 Radiant damage (Plus 1d8 per 3 Bending Levels) to those within the area, with a Reflex trap save for half. The column originates from the sun and thus technically has an effectively infinite height for creatures that are on the same planet as you.
When you cast this bend, the column appears within 20 feet of you and moves in a direction of your choosing, moving 30 feet per round in that direction and lasting for 5 rounds. Walls do not protect from the blast, but roofs might, provided the damage from the beam doesn't destroy the barrier. You can only have one of these beams in existence at a time, and you must have line of sight and line of effect to the sun, meaning this bend doesn't work at night or under cloudy skies. Requires Blazing Light.


  • Burning Blood: Your blood is boiling hot. You have Resistance to Fire equal to your Bending Level plus your Charisma modifier, and enemies that strike you with nonreach melee weapons take Radiant damage equal to 1d8 + your Bending level, with a Reflex save for half.
  • Bloodied Blasts (Passive): You can choose to add your boiling blood to your attacks and harmful Bends. Each time you make a Bloodied attack, you take damage up to your Bender level, and add the same number as Radiant damage to the attack.


Major Bends[edit]

Orange Light Bends[edit]

These are the bends available to users of the Orange Light Spectrum. The colors of Orange light are Vermilion, Carnelian, Copper, Topaz and Amber.

Minor Bends[edit]

  • Consuming Light (Passive): When you deal Radiant damage to a target, you can choose for it to count as Acid damage for the purposes of vulnerability to acid, regeneration and the like. All other Orange bends require this one.
  • Greedsight: You can sense valuable items (Precious metals, gems, items containing the former two, and any other item with a value greater than 1,000 GP) by focusing for one or more rounds. This bend can penetrate barriers, but 3 feet of stone, 5 inches of common metal, a thin sheet of lead, or 10 feet of wood or dirt blocks it.
  • 1 Round: You sense whether or not there are valuable objects within 60ft of you.
  • 2 Rounds: You learn the number of valuable items, and direction of the largest value, be it the most GP value in one spot, or the most valuable single item.
  • 3 Rounds: You learn the approximate distance (Within 20ft of the actual distance) and approximate value (Within 30% of the actual value) of the items.


  • Burning Greed: You can instill within a creature a greed like no other as a standard action. The creature must be within Medium range, and if it fails a Will save, is filled with greed, its eyes burning orange. While so enraptured, it seeks the most direct and safest path to the most valuable object it can sense; Once it has obtained that object, it moves on to the next valuable object it can find. The target is allowed a Will Trap save to resist the effects for one round. In any round it resists, or has not reached the item it currently desires, it takes 1d8 Radiant damage (Plus 1 per Bender Level) with a Will Trap save for half. You must spend a Swift action each round after the initial casting to maintain this bend.
  • Pride's Blazing Glory: You can fill a target within Medium range with pride as a standard action. If the creature fails a Will save, it begins to use its standard action each round to proclaim its superiority and grandeur, and its move action to reach the highest point among the largest number of creatures so as to best gain praise. They are allowed a Will Trap save to resist the effects for one round. However, in any round they resist the effects, or cannot express their pride or move to a better position, they take 1d8 Radiant damage (Plus 1 per Bender level) with a Will Trap save for half. You must spend a Swift action each round after the initial casting to maintain this bend.


Major Bends[edit]

  • Hunger's Need: You can copy one supernatural or extraordinary ability of a creature you can see, allowing you to use the ability. You must use a swift action each round to maintain access to the ability. Alternatively, you can copy one of the creature's ability scores, replacing your own score with theirs for the duration. Even if their score drops while you're copying it, your stolen score does not.


Yellow Light Bends[edit]

These are the bends available to users of the Yellow Light Spectrum. The colors of Yellow light are Amber, Citrine, Gold, Ochre and Chartreuse.

Minor Bends[edit]

  • Screaming Light (Passive): When you deal Radiant damage to a target, you can choose for it to count as Sonic damage for the purposes of vulnerability to sonic damage, damaging objects and etc. All other Yellow bends require this one.
  • Wail of Fright: You can scream at targets, unsettling them. This affects as 15ft cone (+5ft per bending level). Targets within the cone take 2d8 sonic damage and are Panicked for 1 round; On a successful Will Trap save they take half damage and are only Shaken. Once used, this bend cannot be used for 1d4 rounds.
  • Frightless (Passive): You are immune to Fear effects.

Major Bends[edit]

  • Dauntless (Passive): Your immunity to Fear now holds up even under effects that normally bypass immunity to fear, such as the Greater Master of Terror ability of a Dread Witch. Whenever you would be subject to a Fear effect, you heal for 1d4 hit points per effective spell level of the effect, or 1 hp per HD of the creature who created the effect if the effect has no associated spell level. Requires Frightless.


Green Light Bends[edit]

These are the bends available to users of the Green Light Spectrum. The colors of Green light are Chartreuse, Serpentine, Emerald, Malachite and Turquoise.

Minor Bends[edit]

  • Shocking Light (Passive): When you deal Radiant damage to a target, you can choose for it to count as Electricity damage for the purposes of vulnerability to electricity and so forth. All other Green bends require this one.
  • Chainblast (Passive): When you use a single-target offensive bend such as Light Ray, you can have it bounce to other targets. Each successive target must be within Close range of the last, and the ability loses three Bending Levels with each bounce (So if your Bending Level is 15 and you use Light Ray, it would deal 1d6+5d4 damage to the first target, 1d6+4d4 to the second, and so on until it runs out of Bending levels).

Major Bends[edit]

Blue Light Bends[edit]

These are the bends available to users of the Blue Light Spectrum. The colors of Blue light are Turquoise, Cobalt, Sapphire, Tanzanite and Indigo.

Minor Bends[edit]

  • Frigid Light (Passive): When you deal Radiant damage to a target, you can choose for it to count as Cold damage for the purposes of vulnerability to cold, freezing objects and etc. All other Blue bends require this one.
  • Freezeframe: As a standard action, you can paralyze a single creature within Medium range for one round if they fail a Fortitude trap save. Creatures immune to cold are immune to this ability, and once used, the target is immune to this ability for 5 rounds.

Major Bends[edit]

Violet Light Bends[edit]

These are the bends available to users of the Violet Light Spectrum. The colors of Violet light are Indigo, Amethyst, Alexandrite, Royal and Magenta.

Minor Bends[edit]

  • Impulsive Light (Passive): When you deal Radiant damage to a target, you can choose for it to count as Force damage for the purposes of vulnerability to Force, hitting incorporeal creatures and so on. All other Violet bends require this one.
  • Lightforce (Passive): Anybody dealt Radiant or Force damage by one of the Bender of Light's bends may be pushed 5'. If a Reflex save was permitted, this only occurs on a failed Reflex save. A Reflex Trap Save is permitted for the target to resist being pushed into a dangerous spot, such as in a fire, falling off a cliff, or in a cage. A successful Trap Save stops the target at the edge of that spot.


Major Bends[edit]

Color Affinities[edit]

Ruby - Lust[edit]

  • 1st:
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Crimson - Rage[edit]

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Scarlet - Hatred[edit]

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Vermilion - Hunger[edit]

  • 1st: You can now safely eat things most people cannot, including rotten foods, wood, paper, and other nonmineral materials. Eating 5 cubic feet of such nonfood material nourishes you for 1 day.
  • 6th: You are immune to nonmagical poisons. You gain a primary Bite attack, dealing 1d6 damage for a Medium creature. This bite bypasses damage reduction as if it were Magic, and ignores the hardness of nonmagical, nonmineral materials. You can now eat nonmetallic, noncrystalline minerals (Such as stone and dirt, but not glass, gems or metals) as if they were wood, and reduces the needed material to 4 cubic feet.
  • 11th: You are immune to nonmagical diseases. Your bite damage increases as if you were a size larger, bypasses damage reduction as if it were Cold Iron, ignores the hardness of nonmagical, nonmetallic, noncrystalline materials, and now allows you to chew through rock, granting you a Tunnel speed equal to your land speed; You may choose to leave a tunnel. You can now eat metallic and crystalline minerals as if they were wood, and reduces the needed material to 3 cubic feet.
  • 16th: Your bite now deals extra Radiant damage equal to 1d6 + your Bender level, bypasses damage reduction as if it were adamantine, ignores hardness less than 25 + Your Bender level, is a melee touch attack, and allows you to chew through metal as if it were stone, allowing you to burrow through solid steel.


Carnelian - Greed[edit]

  • 1st:
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Copper - Pride[edit]

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Topaz - Strength[edit]

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Amber - Contentment[edit]

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Gold - Generosity[edit]

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Citrine - Joy[edit]

  • 1st: You are perpetually happy, making you immune to despair, sadness and the like - Including Bane, Crushing Despair and Death Urge. You also project an aura of joy, granting allies within 60ft of you a bonus on saves against these effects equal to your Charisma modifier. If you spend a Swift action each round, your Aura instead grants immunity to the effects.
  • 6th: Your Aura of Joy now always grants immunity to sadness and despair effects. By spending a Swift action, you can fill your allies with even more joy, granting all chosen creatures within your aura an effect equal to Good Hope, except the bonus is equal to 1/2 your Bender level.
  • 11th: The Good Hope part of your Aura of Joy is now constant, and if you spend a Swift action each round, you can force any number of creatures within your Aura to make a Will save or be affected as if by Hideous Laughter. They get another Will save each round to negate the effect for that round.
  • 16th: The Hideous Laughter part of your aura is now constant. You can focus all of your aura's power on a single creature within its range, forcing them to make a Will Trap save or die with a smile on their face. Whether or not the save was successful, you cannot use your Aura or any function of it for 1 round per HD of the creature you tried overwhelming with joy.


Ochre - Fear[edit]

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Chartreuse - Secrets[edit]

  • 1st: You add 1/2 your Bender level to the DC for finding objects you've hidden, including traps you've placed. By spending a Swift action each round you can become difficult to detect - Creatures with an Intelligence of 2 or less cannot perceive you at all unless to touch or harm them.
  • 11th: Your invisibility is no longer broken by harmful actions. Passively, your equipment is also hidden as if by Obscure Object. If you spend a Swift action each round, you are also hidden as if by Nondetection
  • 16th: Your mind is always protected, as if by Mind Blank.


Serpentine - Disgust[edit]

  • 1st: You can toggle an aura of disgust, out to 60ft. Others within the aura must make a Fortitude Trap save each round or be Sickened for 1 round.
  • 6th: Targets failing their save against your aura are now Nauseated, and Sickened on a successful save.
  • 11th: As a standard action, you can force a target within your aura to make a Fortitude save or begin violently puking, falling prone. Whether or not the save is successful, the target is still Nauseated for 1 round with no save.
  • 16th: Your aura weakens the vitality of creatures within it. Any creature failing its save against your Aura also takes 1d4 Constitution damage.


Emerald - Willpower[edit]

  • 1st: You may now add one point of your Charisma bonus per Bender level to your Will saves.
  • 6th: You can move objects through sheer willpower, as if by Telekinesis, using your Bender level and Charisma modifier.
  • 11th:
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Malachite - Courage[edit]

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Turquoise - Rebellion[edit]

  • 1st: You may add your Charisma as a bonus to saves against mind-affecting effects.
  • 6th: Once per encounter, you may reroll a failed save
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Cobalt - Hope[edit]

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Sapphire - Focus[edit]

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Tanzanite - Insight[edit]

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Indigo - Bewilderment[edit]

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Amethyst - Creativity[edit]

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Alexandrite - Mystery[edit]

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Royal - Renewal[edit]

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Magenta - Passion[edit]

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Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceHigh +
AuthorZhenra-Khal +
Base Attack Bonus ProgressionModerate +
Class AbilityAlternate Magic + and Other +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAutohypnosis +, Balance +, Bluff +, Concentration +, Control Shape +, Craft +, Diplomacy +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Handle Animal +, Heal +, Hide +, Intimidate +, Knowledge +, Listen +, Move Silently +, Perform +, Profession +, Sense Motive +, Speak Language +, Spot +, Tumble + and Use Magic Device +
Skill Points4 +
SummaryA person born with the innate ability to manipulate light. +
TitleBender of Light +
Will Save ProgressionGood +