"We walk in the light, but when faced with only darkness, we must carry that light with us."Prerequisite:
Kalashtar, must worship the Path of Light
Wandering crusaders who worship the Path of Light, lightwalkers travel between kalashtar communities, helping to resolve whatever conflicts or crises they face. As a lightwalker, one month you might be dealing with problems stirred up in Sharn by the Dreaming Dark, and the next month you might be off to protect kalashtar archeologists exploring ancient ziggurats in Q’barra. Many of your people are content to remain sedentary, living in isolated communities or within the temple-keeps of Adar. That life isn’t for you, though. You are not satisfied unless you are actively battling against the darkness, helping to thwart the Dreaming Dark, attempting to destroy the Lords of Dust, or bringing peace to the civilizations of your people. As a lightwalker, you enjoy the light of purity and righteousness, but you recognize the need to oppose the tangible evils of the world.
LIGHTWALKER PATH FEATURES Lightwalker Action (11th level)
: When you spend an action point to use a radiant power, you or one ally within 5 squares of you regains hit points equal to one-half your level. Walk the Bright Path (11th level)
: Whenever you make a radiant attack, one ally within 5 squares of you gains combat advantage against the target of that attack until the end of your next turn. Radiant Renewal (16th level)
: You gain resist 10 radiant and resist 10 psychic. If you already have resistance to radiant damage or psychic damage, the resistance increases by 10.
Lightwalker Attack 11Illuminate the Adversary
A golden beam of light shoots from your implement and strikes your foe, which continues to emit sparks for several seconds.
Encounter Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier radiant damage, and the target takes a -2 penalty to AC and Reflex until the end of your next turn. In addition, squares within 10 squares of the target are illuminated with bright light until the end of your next turn.
Lightwalker Utility 12Path of Light
Sunlight bursts from a crack in the earth and hardens into a tangible, solid path that can also sustain you in times of need.
Daily Conjuration, Divine
Minor Action Area wall 8 within 10
Effect: You conjure a path of solid light in unoccupied squares within range. The path is flat, can support any weight, and must have at least 1 square on a solid surface. The path can ascend or descend 1 square vertically for each square it traverses horizontally. The path lasts until the end of your next turn.
Any bloodied ally gains regeneration 10 while occupying one of the path’s squares.
Sustain Minor: The path persists.
Lightwalker Attack 20Call of Light
You draw streams of light from nearby sources, using it to sear the flesh of your enemies while healing an ally.
Daily Divine, Healing, Implement, Radiant
Standard Action Ranged 10
Target: One, two, or three creatures
Attack: Wisdom vs. Will
Hit: 2d10 + Wisdom modifier radiant damage, and you or one ally within 5 squares of you regains 10 hit points.
Miss: Half damage, and you or one ally within 5 squares of you regains 5 hit points.
Published in Eberron Player's Guide, page(s) 64.