The Dragonlance Nexus

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The Enlightened

D&D 3e (3.0/3.5) Rules

by Grimgor


"There it is! Now I see! How could I have been so blind? So foolish? So simple it all is. Just reach out and grab it."

Sometimes, mortals learn of things they should not. Sometimes immortals do. Whatever the case, the results of it is rarely good. Mortals, no matter how humble and calm, usually decide to act upon this new enlightenment. Immortals usually react in the exact same way, though for other reasons. Such people are Enlightened. They are gifted; they have a purpose and their unnatural understanding of the world, whether true or not, enhance them to complete this purpose. This Enlightenment can be anything. Some artists work for years to complete the masterwork of their career, only to find that this masterpiece is but a part of a whole they were meant to create. Thus Enlightened, they continue their work far beyond what time and skills should have allowed them to. Sometimes warriors, on the field of battle, attain some grim understanding of the world seen with the color of blood. These are also Enlightened.

Enlightenment can come without provoking or reason or apparent purpose. They share no similar traits at all, save for their obvious supernatural nature. They are often contributed to religion, and many gods use this way to steer their followers to a certain path. To be Enlightened, though, does not necessarily have anything to do with the divine, nor is it in any way connected with intelligence, knowledge or anything else. A brutal troll is just as likely to be Enlightened with the purpose of uniting the trollish race into a kingdom, as a proud human general is to be Enlightened with the task of cleansing the world of non-humanoids.

Example of an Enlightened character

This uses a 5th level elven fighter as the base creature.

Enlightened 5th-level Elven Fighter
Medium Humanoid (Elf)
Hit Dice:
5d10+3
Initiative: +5
Speed: 30 ft (6 squares)
Armor Class: 23 (+4 scale mail, +3 Dex, +6 Enlightened)
Base Attack: +5
Attack: Masterwork bastard sword +22 melee (1d10+2/19-20 x2)
Full Attack: Masterwork bastard sword +22/+17 melee (1d10+2/19-20 x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: True strike 3/day, smite 3/day
Special Qualities: light, Enlightened, luck, price of resolve
Saves: Fort +4, Ref +7, Will +1
Abilities: Str 14, Dex 22, Con 11, Int 12, Wis 10, Cha 8
Skills: Craft (smithing) +9, Jump +10, Ride +14
Feats: Exotic Weapon Proficiency (bastard sword), Toughness, Weapon Finesse (bastard sword); Weapon Focus (bastard sword); Weapon Specialization (bastard sword)
Environment: Temperate plains
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Any
Advancement: By character class
Level Adjustment: +2

Combat

In combat, the Enlightened fighter will focus on disabling those who would threaten to destroy his weapon, such as spellcasters. Other than that, he is a very passive fighter, contend with watching and awaiting the opponents move.

True Strike: The Enlightened works towards a purpose, and can True Strike, as per the spell, except that the attack bonus is +5. This can be done three times per day.

Smite: The Enlightened works towards a purpose, and can Smite, as per the spell, except that the damage bonus is +5. This can be done three times per day, and may only be performed against a creature inhibiting the cause of the Enlightened (DM's discretion). If used against a creature not associated with the cause, nothing happens.

Special Abilities: The Enlightened has the following special abilities:

Light: An Enlightened sees more clearly than others, and can cast Light, as per the spell, as will. The caster level is equal to the HD of the Enlightened.

Enlightened: Being Enlightened, the fighter works untiringly, oblivious to former needs and wills, towards one specific purpose. This determination is often mistaken for madness, and often rightfully. However, this supernatural drive towards a goal larger than what others could imagine grants more than the social stigma of madness. The Enlightened is blessed by herself, the knowledge and vision within charging the Enlightened with supernatural prowess. The Enlightened receives a +10 attack bonus with the Bastard Sword he is carrying.

Also, being Enlightened grants the fighter the protection of his/her knowledge and purpose. Therefore, the creature's highest ability bonus is added to the base creature's armour bonus, unless normal Dex bonus is negated.

Luck: Fool's Luck may or may not be fitting for the Enlightened, but they seem to be followed by luck. Once per day, the Enlightened can demand a roll directly related to him re-rolled. The second results stand. This may not be used on any roll not involving the Enlightened directly.

Price of Resolve: The mind of an Enlightened is not a place inviting to few ideas concerning his/her purpose, and this is reflected in his/her increased disability to learn something unrelated to his/her quest. The Enlightened must pay an additional 0.5 skill points per skill level of a cross-class skill. This means that every other skill level costs 3 skill points, not 2. The Enlightened can choose no more Weapon Proficiency feats.

An Enlightened suffers a -5 penalty on any action that might make his/her purpose(s) suffer (DM's discretion).

Special Qualities: The Enlightened has the following special qualities:

  • Darkvision 60 feet
  • Resistance 10 (fire)

Creating an Enlightened

"Enlightened" is a template that can be added to any creature with an Intelligence score of at least 3 or higher (referred to hereafter as the base creature) at any point. This needs not be at character creation. An Enlightened uses all the base creatures statistics and special abilities except as noted here.

Size and Type: Same as base creature.

Speed: Same as base creature or special (see below).

Armor Class: See below.

Special Attacks: An Enlightened retains all the special attacks of the base creature, except as noted below, and also gains the following special abilities:

True Strike: An Enlightened works towards a purpose, and can True Strike, as per the spell, except that the attack bonus is equal to the base creatures HD. This can be done three times per day.

Smite: An Enlightened works towards a purpose, and can Smite, as per the spell, except that the damage bonus is equal to the base creatures HD. This can be done three times per day, and may only be performed against a creature inhibiting the cause of the Enlightened (DM's discretion). If used against a creature not associated with the cause, nothing happens.

If these abilities match the abilities (of any kind) of the base creature, such as the Holy Smite spell-like ability of the Astral Deva, the ability of the base creature is removed.

Special Abilities: An Enlightened has the following special abilities, in addition to the ones of the base creature:

Light: An Enlightened sees more clearly than others, and can cast Light, as per the spell, as will. The caster level is equal to the HD of the Enlightened.

Enlightened: Being Enlightened, the creature works untiringly, oblivious to former needs and wills, towards one specific purpose. This determination is often mistaken for madness, and often rightfully. However, this supernatural drive towards a goal larger than what others could imagine grants more than the social stigma of madness. The Enlightened is blessed by herself, the knowledge and vision within charging the Enlightened with supernatural prowess.

An Enlightened may, at creation, choose a number of goals in which he/she will receive a bonus. Five such purposes may be chosen, but each reduces the bonus granted. For one purpose chosen, a +10 bonus may be added to any one skill, attack bonus with a certain weapon, a certain save, armour save against a certain foe or whatever the DM decides is fitting for the purpose chosen. For each additional purpose chosen, the bonus is reduced. Two purposes results in a +5 bonus, three in a +3 bonus, four in a +2 bonus and five at a +1 bonus. Note that picking one purpose is very restrictive. The bonus will apply to the use of one weapon, one spell or one skill used for a specific matter (crafting swords if purpose is creation of perfect sword, but not if crafting daggers for example). One may use two purposes to gain the bonus in any weapon of the chosen weapon's type, such as rapier (one goes to perfecting the use of the weapon, another to the type of the weapon). Three purposes let one use all weapons of a specific type, such as slashing weapons. Note that for double weapons, the bonus will apply only to the use of the slashing part of the weapon, for example. Four lets one use every melee weapon, and five every weapon. The same goes for spells, only this it takes one purpose to cast lightning bolt with a bonus, but two to include chain lightning and call lightning, for example. Three purposes lets one use all spells of a certain element, four every spell of a specific school. The purposes do NOT stack. One does not gain +5 for using a specific rapier, and +5 for using a rapier. The bonus remains +5.

Also, being Enlightened grants the base creature the protection of his/her knowledge and purpose. Therefore, the creature's highest ability bonus is added to the base creatures armour bonus, unless normal Dex bonus is negated.

Luck: Fool's Luck may or may not be fitting for the Enlightened, but they seem to be followed by luck. Once per day, an Enlightened can demand a roll directly related to him re-rolled. The second results stand. This may not be used on any roll not involving the Enlightened directly.

Price of Resolve: The mind of an Enlightened is not a place inviting to few ideas concerning his/her purpose, and this is reflected in his/her increased disability to learn something unrelated to his/her quest. An Enlightened with class levels must pay an additional 0.5 skill points per skill level of a cross-class skill. This means that every other skill level costs 3 skill points, not 2. Additionally, the character chooses his/her weapon proficiency feats at 1st level of any class chosen. This may only be done once, though. Once chosen, the choices stand and may not be re-chosen at a later time by picking a new class. An Enlightened suffer a -5 penalty on any action that might make his/her purpose(s) suffer (DM's discretion).

Also, wizards and sorcerers must choose a school specialization. They cannot go without, as the drive of one purpose prevents such open-mindedness. This also applies to those with the purpose of discovering all magic in the world. These will deploy the Divination school of magic and a lot of spellbooks, regardless of the spell's usefulness to the Enlightened.

Special Qualities: An Enlightened has all the special qualities of the base creature, plus two following special qualities:

  • Darkvision 60 feet
  • Resistance 10 (any one element). Additional resistances do not stack, but may be applied to a different element.
  • Speed increased by 10 feet
  • Natural weapon deals normal damage or improves dice by one step (does not stack, may be chosen separately)
  • Any one save +2 (does not stack)
  • Any one feat (if requirements are met)

Abilities: Increases from the base creature with any four points, placed by DM to further the purpose of the Enlightened. If purpose centers around a skill (creating the perfect weapon, for example, would require an increase in the Craft skill and thus the four points would go to Intelligence).

Skills: An Enlightened gains skill points as the base creature.

Challenge Rating: +2

Alignment: Any.

Level adjustment: +2

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