TEXT: 1
  Hybrid Class: Luminary
  Aaron Hollingsworth
  
  2
  Hybrid Class: Luminary
  Author
  Aaron Hollingsworth
  Development
  N. Jolly, Perry Fehr
  Editing
  Perry Fehr, Mark Gedak
  Porphyra Logo Rick Hershey
  Art
  Jayaraj Paul
  Layout
  Mark Gedak
  Publisher
  Purple Duck Games
  Hybrid Class: Luminary is compatible with 
  the Porphyra Campaign Setting and 
  the Porphyra Wiki located at:
  http://porphyra.wikidot.com/
  If you have trouble locating reference content on the site 
  drop me an email at gedakm@gmail.com and I will get 
  the content updated and point you to it.
  
  3
  The Luminary
  Wondrous sights are fleeting, even in worlds abundant 
  in magic, like Porphyra.  There are those who would 
  preserve such moments in time with strange contrap-
  tions that manipulate light, shadow, and reality itself. 
  Combining alchemical techniques with their hypnotic 
  eye for detail, these artists create magnificent images 
  which serve to chronicle their adventures.
     Just as the gunslinger keeps the secrets of black pow-
  der and guns, so too does the luminary keep the mys-
  tique of the psychic art of occult photography. Always 
  on the lookout for the perfect photograph, the lumi-
  nary travels far and wide reproducing images of scenic 
  beauty and portraits rich in cultural significance. Using 
  a complex device called a camera obscura or “dark 
  chamber box” they can produce supernatural effects 
  that can disorient foes, capture spirits, and preserve the 
  memories and moments of her allies.
  Role: Most luminaries adventure for the sake of explo-
  ration and the documentation of new places. Depend-
  The Luminary Class Table
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day
  1st
  2nd 3rd 4th 5th 6th
  1
  +0
  +0
  +2
  +2
  Occult photography, fire flash 
  1d6 (20 ft.), hypnotic stare, 
  knacks,
  1
  —
  —
  —
  —
  —
  2
  +1
  +0
  +3
  +3
  Light and shadow +2, manipula-
  tion
  2
  —
  —
  —
  —
  —
  3
  +2
  +1
  +3
  +3
  Bold stare, fire flash 2d6
  3
  —
  —
  —
  —
  —
  4
  +3
  +1
  +4
  +4
  Grace under pressure +1, ma-
  nipulation
  3
  1
  —
  —
  —
  —
  5
  +3
  +1
  +4
  +4
  Light and shadow +4, fire flash 
  3d6
  4
  2
  —
  —
  —
  —
  6
  +4
  +2
  +5
  +5
  Manipulation
  4
  3
  —
  —
  —
  —
  7
  +5
  +2
  +5
  +5
  Bold stare, fire flash 4d6
  4
  3
  1
  —
  —
  —
  8
  +6/+1
  +2
  +6
  +6
  Manipulation, light and shadow 
  +6
  4
  4
  2
  —
  —
  —
  9
  +6/+1
  +3
  +6
  +6
  Fire flash 5d6, grace under pres-
  sure +2
  5
  4
  3
  —
  —
  —
  10
  +7/+2
  +3
  +7
  +7
  Light and shadow mastery, ma-
  nipulation
  5
  4
  3
  1
  —
  —
  11
  +8/+3
  +3
  +7
  +7
  Bold stare, fire flash 6d6 (30 ft.)
  5
  4
  4
  2
  —
  —
  12
  +9/+4
  +4
  +8
  +8
  Manipulation
  5
  5
  4
  3
  —
  —
  13
  +9/+4
  +4
  +8
  +8
  Fire flash 7d6
  5
  5
  4
  3
  1
  —
  14
  +10/+5
  +4
  +9
  +9
  Grace under pressure +3, ma-
  nipulation
  5
  5
  4
  4
  2
  —
  15
  +11/+6/+1
  +5
  +9
  +9
  Bold stare, fire flash 8d6
  5
  5
  5
  4
  3
  —
  16
  +12/+7/+2
  +5
  +10
  +10
  Manipulation
  5
  5
  5
  4
  3
  1
  17
  +12/+7/+2
  +5
  +10
  +10
  Fire flash 9d6
  5
  5
  5
  4
  4
  2
  18
  +13/+8/+3
  +6
  +11
  +11
  Grace under pressure +4, ma-
  nipulation
  5
  5
  5
  5
  4
  3
  19
  +14/+9/+4
  +6
  +11
  +11
  Bold stare, fire flash 10d6
  5
  5
  5
  5
  5
  4
  20
  +15/+10/+5
  +6
  +12
  +12
  Grand manipulation,
  5
  5
  5
  5
  5
  5
  
  4
  ing on which manipulations they select or skills they 
  wish to focus on, they can fill a number of roles, such as 
  serve offensively to assault multiple foes in an area, so-
  cially in times of peaceful business, or as problem solvers 
  in tricky situations.
  Parent Classes: Alchemist and Mesmerist
  Alignment: Any.
  Hit Die: d8.
  Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addi-
  tion, each character begins play with an outfit worth 10 
  gp or less.
  Class Skills
  The luminary’s class skills are Appraise (Int), Bluff 
  (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), 
  Knowledge(arcana) (Int), Knowledge (dungeoneering) 
  (Int), Knowledge (history) (Int), Knowledge (local) 
  (Int), Knowledge (nobility) (Int), Knowledge (religion) 
  (Int), Linguistics (Int), Perception (Wis), Profession 
  (Wis), Sense Motive (Wis), Sleight of Hand (Dex), 
  Spellcraft (Int), Stealth (Dex), and Use Magic Device 
  (Cha).
  Skill Ranks per Level: 4 + Int modifier 
    
  Class Features 
  The following are the class features of the luminary.
  Weapon and Armor Proficiency A luminary is pro-
  ficient with all simple weapons. She is proficient with 
  light armor, but not with shields.
  Spell Casting A luminary casts psychic spells drawn 
  from the mesmerist spell list. She can cast any spell she 
  knows without preparing it ahead of time. To learn or 
  cast a spell, a luminary must have a Charisma score equal 
  to at least 10 + the spell’s level. The saving throw DC 
  against a luminary’s spell is 10 + the spell’s level + the 
  luminary’s Charisma modifier.
     Like other spellcasters, a luminary can cast only a 
  certain number of spells of each spell level per day. her 
  base daily spell allotment is given on Table: luminary. In 
  addition, she receives bonus spells per day if she has a 
  high Charisma score.
     The luminary’s selection of spells is limited. A lumi-
  nary begins play knowing four 0 level spells and two 
  1st level spells of the luminary’s choice. At each new 
  luminary level, she learns one or more new spells, as 
  indicated on Table: luminary Spells Known.
     Unlike a luminary’s spells per day, the number of spells 
  a luminary knows isn’t affected by her Charisma score.
  The numbers on the table are fixed.
     At 5th level and every 3 levels thereafter, a luminary 
  can choose to learn a new spell in place of one she al-
  ready knows.
     In effect, the luminary loses the old spell in exchange 
  for the new one. The new spell’s level must be the same 
  as that of the spell being exchanged, and it must be at 
  least 1 level lower than the highest level luminary spell 
  the luminary can cast. A luminary can swap only a single 
  spell at any given level, and must choose whether or not 
  to swap the spell at the same time that she gains new 
  spells known for the level.
     A luminary need not prepare her spells in advance. 
  she can cast any luminary spell she knows at any time, 
  assuming she has not yet used up her allotment of spells 
  per day for the spell’s level.
  Knacks: Luminaries learn a number of knacks, or 0 th 
  Table: Luminary Spells Known
  Level
  Spells Known
  0th
  1st
  2nd
  3rd
  4th
  5th
  6th
  1st
  4
  2
  —
  —
  —
  —
  —
  2nd
  5
  3
  —
  —
  —
  —
  —
  3rd
  6
  4
  —
  —
  —
  —
  —
  4th
  6
  4
  2
  —
  —
  —
  —
  5th
  6
  4
  3
  —
  —
  —
  —
  6th
  6
  4
  4
  —
  —
  —
  —
  7th
  6
  5
  4
  2
  —
  —
  —
  8th
  6
  5
  4
  3
  —
  —
  —
  9th
  6
  5
  4
  4
  —
  —
  —
  10th
  6
  5
  5
  4
  2
  —
  —
  11th
  6
  6
  5
  4
  3
  —
  —
  12th
  6
  6
  5
  4
  4
  —
  —
  13th
  6
  6
  5
  5
  4
  2
  —
  14th
  6
  6
  6
  5
  4
  3
  —
  15th
  6
  6
  6
  5
  4
  4
  —
  16th
  6
  6
  6
  5
  5
  4
  2
  17th
  6
  6
  6
  6
  5
  4
  3
  18th
  6
  6
  6
  6
  5
  4
  4
  19th
  6
  6
  6
  6
  5
  5
  4
  20th
  6
  6
  6
  6
  6
  5
  5
  
  5
  level mesmerist spells. These spells are cast like any other 
  spells, but they do not consume any slots and can be 
  used again.
     Knacks cast using other spell slots, due to metamagic 
  feats, for example, consume spell slots as normal.
  Occult Photography (Su) At 1st level, the luminary 
  learns to create special photographs using mechanical 
  ingenuity and her own psychic potential. She builds 
  for herself a camera obscura, an alchemical contraption 
  composed of a portable box arrayed with lenses, latches, 
  knobs, buttons, cranks, and other odd mechanisms. The 
  inside of the camera obscura houses carefully positioned 
  mirrors and plates treated with special substances psychi-
  cally attuned to the luminary’s mind. A camera obscura 
  is roughly the size and shape of a brick and weighs about 
  5 pounds. A luminary can use this device for manipula-
  tions a number of times per day equal to her class level 
  + Charisma modifier. She can also take a number of 
  photographs per day equal to her class level + Charisma 
  modifier.
     Each camera obscura is unique and can only be used 
  by the luminary who built it. An alchemist’s lab (or the 
  portable version of such labs) is needed to clean and 
  reload the device each day. Drawing, loading the compo-
  nents of, and using the camera obscura to take a pho-
  tograph or use a manipulation is a standard action that 
  provokes attacks of opportunity. Using a camera obscura 
  manipulation and taking a photograph can be combined 
  in the  same action. A luminary can possess only one 
  camera obscura at a time. A camera obscura has a hard-
  ness of 10 + 1 for every 3 levels of the luminary and half 
  as many hit points as the luminary. If broken, a luminary 
  can repair her camera obscura after 1 hour of fixing. If 
  destroyed, a luminary can build a new camera obscura 
  after 1 day of crafting.
     Taking a photograph normally produces a flash of 
  harmless light in a 20 ft. cone. Only one photograph can 
  be taken per round. Developing a photograph takes 1 
  minute of work—most luminaries develop their pho-
  tographs at the end of the day or just after going on an 
  adventure.
  Fire Flash (Su) The luminary can cause her camera 
  obscura’s 20 ft. flash cone to deal 1d6 fire damage to all 
  targets in the area. At 3rd level and every 2 levels thereaf-
  ter, this damage increases by +1d6. As a swift action, she 
  can adjust her camera obscura’s flash to take the shape of 
  a 20 ft. long, 5 ft wide line instead. A successful Reflex 
  save DC 10 + 1/2 class level + Charisma bonus halves 
  the damage. At 11th level, the flash extends to 30ft. This 
  class feature counts as a manipulation. The damage type 
  of this manipulation can be altered by other manipula-
  tions (see manipulations below).
  Hypnotic Stare (Su) The discerning eyes of the lumi-
  nary see beyond aesthetic detail and into the wills of 
  others. A luminary can focus her stare on one creature 
  within 30 feet as a swift action. That creature takes a –2 
  penalty on Will saving throws. A luminary can maintain 
  her stare against only one opponent at a time; it remains 
  in effect until the luminary stares at a new target, the 
  opponent dies, the opponent moves farther than 30 
  feet away, or the luminary falls unconscious or dies. The 
  luminary can remove the memory of her stare from the 
  target’s mind. The creature doesn’t remember that it was 
  affected (nor does it realize that it is currently being af-
  fected) unless the luminary allows it. The hypnotic stare 
  is a psychic effect, and relies more on the luminary’s 
  focus than the target’s perception of her stare. It can’t be 
  avoided in the same ways a gaze attack can. The lumi-
  nary can use this ability even while blinded, but must 
  succeed at a DC 20 concentration check to do so. Star-
  ing at a creature requires the luminary’s focus, so if she 
  uses a gaze attack or similar ability, she must target the 
  subject of her hypnotic stare or voluntarily end the stare. 
  The penalties from multiple luminary’ stares don’t stack, 
  nor do they stack with penalties from witches’ evil eye 
  hexes. This is a mind-affecting effect.
  Manipulations (Su) Luminaries learn throughout their 
  career a variety of supernatural camera techniques called 
  manipulations. These manipulations are often used to 
  weaponize their camera obscura, impart shrewd tricks to 
  her allies, and create other special effects. A luminary can 
  use only one manipulation at a time when taking a pho-
  tograph. The DC of all saves regarding manipulations are 
  10 + 1/2 class level + Charisma bonus. At 2nd level and 
  every even level thereafter, the luminary chooses one of 
  the following photography manipulations for her camera 
  obscura.
  Acid Flash: The luminary can convert her flash dam-
  age into acid damage. 
  Adjustable Lens: The camera obscura can be modi-
  fied as a swift action to function like a spyglass, a 
  magnifying glass, or a telescope. This does not cost a 
  use of your camera obscura.
  
  6
  Alchemical Photographs: Instead of brewing magi-
  cal potions, a luminary can create vibrant photo-
  graphs that function in a similar way. The cost and 
  duration of creating an alchemical photograph is 
  identical to brewing a potion. Anyone can draw and 
  behold an alchemical photograph (provoking attacks 
  of opportunity as normal) to gain its benefits. An 
  alchemical photograph is a 1ft. square of paper.
  Only mesmerist spells can be used to make alchemi-
  cal photographs.
  Aura Lens: When taking a photograph of a subject, 
  the photograph reveals the subject’s aura as per aura 
  sight. The luminary must be 6th level or higher to 
  select this manipulation.
  Camera Obscura Timer: The luminary installs 
  a mechanical timer onto her camera obscura. By 
  setting the timer, the camera obscura can be set to 
  take a photograph after a specific amount of time 
  has passed, up to a number of rounds equal to the 
  luminary’s Charisma modifier. Setting up the camera 
  obscura to take a photograph is a full round action 
  that provokes attacks of opportunity, during which 
  the luminary must declare how many rounds she is 
  setting the timer for, the 20 ft. cone she is aiming the 
  camera obscura at, and any manipulations she is us-
  ing that will modify the photograph taken. she must 
  then set the camera obscura down, either on the 
  ground or on a tripod, low wall, table or other level 
  surface. Doing so means that the camera obscura is 
  considered unattended until the photograph is taken 
  and the luminary picks it back up, but allows the 
  luminary to be in the photograph herself if she so 
  chooses.
  Capture Essence: By focusing on and taking a 
  photograph of a single living target within 20 ft. the 
  camera obscura steals a portion of the target’s es-
  sence, resulting in 1d4 Wisdom or Charisma drain. 
  A successful Will save negates. A luminary must be 
  10th level or higher to select this manipulation.
  Cold Flash: The luminary can convert her flash 
  damage into cold damage. A successful Reflex save 
  halves the damage.
  Confusion Flash: By focusing on a single subject 
  within range of her flash cone when taking a pho-
  tograph, the luminary can cause that subject to 
  become confused for 1d4 rounds. A successful Will 
  save negates. Each round, the subject is allowed a 
  new saving throw. A luminary must be 6th level or 
  higher to select this manipulation.
  Dispelling Flash: By taking a photograph, the lumi-
  nary can attempt to dispel magical effects. This func-
  tions like greater dispel magic. The luminary must 
  be 12th level or higher and possess the true image 
  manipulation to select this manipulation. 
  Disorienting Flash: By taking a photograph the 
  camera obscura can create a 20 ft. cone of disrup-
  tive light. At 2nd level all targets caught in the cone 
  are dazzled. At 4th level targets become staggered. 
  At 8th level targets become blinded. At 12th level 
  targets become dazed. At 16th level targets become 
  stunned. At 20th level targets become paralyzed. 
  This effect lasts for 1 round. A successful Fort save 
  negates the effect of disorienting flash.
  Fast Photographs : The luminary can prepare and 
  take additional photographs as a full- round action if 
  her base attack bonus is high enough to grant her ad-
  ditional attacks. This functions just like a full attack 
  actionwith an area effect. She cannot use more than 
  one kind of manipulation per round. The luminary 
  must be 8th level or higher to select this manipula-
  tion.
  Loregraph: By taking a photograph of a single 
  creature within 20 ft., the luminary can attempt to 
  learn some useful information on the target. When 
  the photograph is taken the luminary makes a 
  Knowledge check appropriate to the target and adds 
  half their class level to the result, even if the lumi-
  nary does not have that skill. When the photograph 
  is developed, the result of the check will be found 
  inscribed on the back of the photograph. This is a 
  divination effect. The target can make a Will save to 
  negate the effect.
  Magnesium Burst: When taking a photograph, the 
  camera obscura releases a cloud of billowing smoke, 
  recreating the effects of the obscuring mist spell. At 
  6th level it can create the effects of the fog cloud spell. 
  And at 12th level it can duplicate the effects of the 
  cloudkill spell. Treat the luminary’s class level as her 
  caster level.
  
  7
  Mesmerizing Manipulation: The luminary can 
  learn and use a mesmerist trick. However, in order to 
  implant the trick in an ally, she must take a photo-
  graph of them (instead of touching them as normal), 
  and the ally must be in an adjacent square. This ma-
  nipulation can be selected multiple times. Each time, 
  it applies to a knew mesmerist trick. The luminary 
  must meet the proper prerequisites in order to select 
  certain tricks.
  Photographic Flattery: The luminary learns that by 
  exploiting the vanity of others, she can more easily 
  gain their favor. For every photograph the luminary 
  takes of a willing target in a day period, the luminary 
  gains a +2 circumstance bonus to Diplomacy checks 
  made toward that same target for the next 24 hrs.
  Preserve Memories and Moments: By taking a 
  photograph of a single willing target that is within 
  20ft of the camera obscura, the target is granted a +1 
  luck bonus to AC, saves, and CMD for a number of 
  rounds equal to the luminary’s Charisma modifier. If 
  the target must hold still for the photograph (re-
  maining flat footed and not making a move action) 
  until the beginning of their next turn, to gain this 
  bonus. This luck bonus increases by +1 at 4th level 
  and every 4 levels thereafter.
  Projector: At the cost of 1 use the camera obscura 
  can duplicate the effects of silent image as per the 
  spell. At 4th level, at the cost of 2 uses, the minor im-
  age spell can be duplicated. At 8th level, at the cost 
  of 3 uses the major image can be duplicated. At 12th 
  level, at the cost of 4 uses the hallucinatory terrain 
  spell can be duplicated as per the spell. At 16th level, 
  at the cost of 5 uses the persistent image spell can be 
  duplicated. And at 20th level, at the cost of 6 uses, 
  the permanent image spell can be duplicated. The lu-
  minary uses her class level as her caster level for these 
  effects. The GM may allow other illusion spells to be 
  used as part of this manipulation.
  Shocking Flash: The luminary can convert her flash 
  damage into electric damage. A successful Reflex save 
  halves the damage.
  Sneak Shot: By taking a photograph of an unsus-
  pecting target who was unaware they are getting 
  their photograph taken until they notice the flash, 
  the target becomes self conscious and embarrassed 
  about how they may have looked. They become 
  shaken for a number of rounds equal to the lumi-
  nary’s Int modifier. This is a mind-affecting effect. 
  Each round the target can make a Will save to negate 
  the effect.
  Thunder Flash: The luminary can convert her flash 
  damage into sonic damage. Doing so changes the 
  d6 of her damage dice to d4s. A successful Fortitude 
  save halves the damage.
  Trap Creature: This functions like the trap spirit 
  manipulation, only the luminary can trap a living 
  creature by taking a photograph of it. A luminary 
  must be 12th level or higher to select this manipula-
  tion.
  Trap Spirit: The luminary can trap an incorporeal 
  undead by taking a photograph of it. Incorporeal 
  undead that fail their Will save are drawn into the 
  luminary’s camera obscura and forever imprisoned in 
  the photograph when it is developed. If the photo-
  graph is destroyed or looked upon for more than 1 
  full minute, the incorporeal undead is released. If 
  the incorporeal undead succeeds in its Will save, it 
  is immune to this manipulation for 24 hrs, and the 
  photograph comes out blank. A luminary must be 
  10th level or higher to select this manipulation.
  True Image: By taking a photograph of a 20 ft. area, 
  the camera obscura pierces magical lies and exposes 
  the truth. When the photograph is later developed 
  it reveals everything as it truly was at the time the 
  photograph was taken as per the true seeing spell. A 
  luminary must be 6th level or higher to select this 
  manipulation.
   
  Light and Shadow (Su) Starting at 2nd level, by study-
  ing the complex relationship of light and darkness to 
  better capture the images, the luminary learns to resist 
  the two forces when they endanger her. At 2nd level she 
  gains a +2 resistance bonus vs light and darkness effects 
  (such as spells with the light and darkness descriptors) 
  and gains darkvision 60ft. At 5th level this increases to 
  +4 and her darkvision improves by 30ft. At 8th level this 
  increases to +6 and her darkvision improves by another 
  30ft. At 10th level, she can see perfectly in magical dark-
  ness, she cannot be blinded unless by violent physical 
  means, and her darkvision extends as far as her camera 
  obscura allows her to see.
  
  8
  Bold Stare (Su) At 3rd level and every 4 levels thereaf-
  ter, a luminary’s hypnotic stare imposes a further effect 
  upon its target. The luminary chooses one option each 
  time she gains a new bold stare improvement, and the 
  choice can’t be changed later. The luminary can’t choose 
  the same bold stare improvement more than once unless 
  otherwise noted. All of the luminary’s bold stare im-
  provements affect the target as long as it is affected by 
  the luminary’s hypnotic stare.
  Allure: The hypnotic stare penalty also applies on 
  initiative checks and Perception checks.
  Disorientation: The hypnotic stare penalty also ap-
  plies on attack rolls. 
  Disquiet: The target of the hypnotic stare is shaken 
  while in areas of total darkness.
  Infiltration: The hypnotic stare penalty also applies 
  to the target’s Perception checks and CMD.
  Lethality: The hypnotic stare penalty also applies to 
  the target’s Fortitude saves versus poison and dis-
  eases.
  Night-blindness: The darkvision range of the hyp-
  notic stare’s target decreases by 10 feet.
  Nightmare: The target of the hypnotic stare rolls 
  twice on all Will saves versus fear, taking the lower 
  result.
   
  Oscillation: The target of the hypnotic stare treats 
  all enemies beyond 30 feet (except the luminary) as 
  having concealment (20% miss chance).
  Psychic Inception: The hypnotic stare and its 
  penalty can affect creatures that are mindless or im-
  mune to mind -affecting effects (such as an undead or 
  vermin). The luminary can also partially affect such 
  a creature with her mind -affecting spells and abilities 
  if it’s under the effect of her hypnotic stare; it gains a 
  +2 bonus on its saving throw (if any), and if affected, 
  it still has a 50% chance each round of ignoring 
  the effect. Ignoring the effect doesn’t end the effect, 
  but does allow the creature to act normally for that 
  round.
  Restriction: The target of the hypnotic stare treats 
  all areas of dim light or darker as difficult terrain.
  Sabotage: The hypnotic stare penalty also applies to 
  Diplomacy and Intimidate checks.
  Sapped Magic: The hypnotic stare penalty also ap-
  plies to the DCs of spells and spell like abilities used 
  by the target, and to the target’s spell resistance (if 
  any). 
  Sluggishness: The target of the hypnotic stare has all 
  of its speeds reduced by 5 feet (to a minimum of 5 
  feet), and the hypnotic stare penalty also applies to 
  the target’s Reflex saving throws.
  Susceptibility: The hypnotic stare penalty also ap-
  plies to the target’s Sense Motive checks to oppose 
  Bluff checks, and to the DCs of Diplomacy and 
  Intimidate checks made against the target.
  Timidity: The hypnotic stare penalty also applies to 
  damage rolls.
  Grace Under Pressure (Ex) Starting at 4th level, the 
  luminary becomes more adept at avoiding danger while 
  setting up her shots. She gains a +1 dodge bonus to her 
  Armor Class and Reflex saves. This bonus increases by 1 
  at 9th level and every 5 levels thereafter. These bonuses 
  double when the luminary moves through threatened 
  squares.
  Grand Manipulation (Su) At 20th level, the luminary 
  perfects her art, and can select one of the following ma-
  nipulations.
  Grae Doryean: The luminary learns the camera ob-
  scura’s secret to immortality. She takes and develops 
  a single photograph of herself. As long as this pho-
  tograph exists the luminary does not age and cannot 
  die. If reduced to 0 hit points, she disappears and 
  reappears 1d10 days later next to the photograph 
  just as the lich rejuvenation ability. If the photograph 
  is destroyed, however, the luminary ages to her maxi-
  mum age and dies instantly, and cannot be raised or 
  resurrected. If brought back to life by wish or any 
  other means, she cannot select this grand manipula-
  tion again.
  Picture Perfect: The luminary learns the secret to 
  preserving her charm and beauty. She gains a +2 
  
  9
  bonus to her Charisma score. Furthermore, she be-
  comes immune to Charisma drain and damage.
  Photograph Scry: The luminary can scry through 
  specially developed photographs of herself as though 
  she were scrying through a familiar. She can have 
  only three such photographs in existence at a time, 
  and they function no matter where they are located. 
  The luminary can scry through these photographs at 
  will.
  Hypnotic Photograph: Once per day, the luminary 
  can create a single photograph of herself that draws 
  the attention of a certain kind of audience. This 
  functions like the sympathy spell, with the photo-
  graph being the effected object. The luminary treats 
  her level as her caster level for this spell.
  Alternate Favored Class Bonuses
  Instead of adding a hit point or a skill point when in-
  creasing in the favored class of luminary, a luminary may 
  instead choose the alternate class bonus, based on their 
  race. Fractional increases must reach whole numbers to 
  be effective.
     Avoodim Add +¼ to the luminary’s light and shadow 
  bonus.
     Dhampir Add +¼ to the luminary’s light and shadow 
  bonus.
     Dhosari Add +¼ to the luminary’s grace under pres-
  sure bonuses.
     Dragonblood Add + ¼ to the luminary’s grace under 
  pressure bonuses.
     Drow Add +¼ to the luminary’s light and shadow 
  bonus.
     Dwarf Add +¼ to the camera obscura’s hardness.
     Elf Add one spell from the mesmerist list to the char-
  acter’s spells known. This spell must be at least one level 
  lower than the highest-level spell the luminary can cast.
     Erkunae Add one spell from the mesmerist list to the 
  character’s spells known. This spell must be at least one 
  level lower than the highest-level spell the luminary can 
  cast
     Eventual Add 1/6 of a new manipulation.
     Goblin The luminary gains fire resistance 1. Each time 
  this reward is selected, increase fire resistance by +1. This 
  fire resistance does not stack with fire resistance gained 
  from other sources.
     Gnome Add +½ to the number of camera obscura uses 
  per day.
     Grippli Add +¼ to the luminary’s grace under pressure 
  bonuses.
     Half-Elf Add +1 foot to the range of the luminary’s 
  flash area. This option has no effect unless the luminary 
  has selected it 5 times (or another increment of 5).
     Half-Orc Add +½ to fire flash damage.
     Halfling Add one spell from the mesmerist list to the 
  character’s spells known. This spell must be at least one 
  level lower than the highest-level spell the luminary can 
  cast.
     Hobgoblin Add +½ to the number of camera obscura 
  uses per day.
     Human Add one spell from the mesmerist list to the 
  character’s spells known. This spell must be at least one 
  level lower than the highest-level spell the luminary can 
  cast.
     Ifrit Add +½ to fire flash damage.
     Ith’n ya’roo Add +1 foot to the range of the luminary’s 
  flash area. This option has no effect unless the luminary 
  has selected it 5 times (or another increment of 5).
     Kobold Add +½ to the number of camera obscura 
  uses per day.
  Kripar Add +¼ to the luminary’s light and shadow 
  bonus.
     Nagaji Add +1 on Craft (alchemy) checks to craft poi-
  son and +⅓ on the DCs of poisons the luminary creates.
     Orc Add +¼ to the camera obscura’s hardness.
     Polkan Add 1/6 of a new manipulation.
     Qit’ar Add +1 foot to the range of the luminary’s flash 
  area. This option has no effect unless the luminary has 
  selected it 5 times (or another increment of 5).
     Ratfolk The luminary gains +1/6 of a new manipula-
  tion.
     Tiefling Add +½ to fire flash damage.
     Urisk Add + ½ to fire flash damage.
     Xesa Add 1/6 of a new manipulation.
     Zendiqi Add one spell from the mesmerist list to the 
  character’s spells known. This spell must be at least one 
  level lower than the highest-level spell the luminary can 
  cast
  
  10
  Feats
  The following feats are commonly taken by professional 
  luminaries.  
  Blocking the Shot
  By taking the time to plan your photograph, you achieve a 
  more pleasing result.
  Prerequisites: Occult photography class feature
  Benefit: By spending a full round action in concentra-
  tion, taking no other actions, you increase the DC of 
  your flash for the following round by 2.
  Extend Flash Line
  The lines of your flash reach farther than normal.
  Prerequisites: Luminary level 3rd.    
  Benefit: When adjusting the flash of your camera ob-
  scura into a line, you can extend that line by 5ft. Special: 
  This feat can be selected multiple times. Its effects stack.
  Extra Manipulation
  You gain an additional manipulation for your camera 
  obscura.
  Prerequisites: Manipulation class feature.
  Benefit: You can select an additional manipulation for 
  your camera obscura.
  Special: You can gain this feat multiple times. Its effects 
  do not stack. Each time you take this feat, it applies to a 
  new manipulation.
  Extra Photographs and Uses
  You can take more photographs per day.
  Prerequisites: Occult photography class feature
  Benefit: You can take 2 additional photographs per day 
  and gain 2 additional uses of your camera obscura per 
  day.
  Special: You can gain this feat multiple times. Its effects 
  stack.
  Vignette
  You can cause your flash to expand around you.
  Prerequisites: Occult photography class feature
  Benefit: Three times per day, you change the area effect 
  of your flash into a 30 ft. radius centered on you. You are 
  not affected by the flash unless you choose to be.
  Special: You can gain this feat up to three times. Its ef-
  fects stack. Each time you take this feat, it can be used 
  an additional 3 times per day.
  Speedy Development
  You can develop photographs much faster than normal.
  Prerequisites: Luminary level 3rd.
  Benefit: You learn to rebuild your camera obscura so 
  that it develops photographs in 1 round.
  Watch the Birdie
  You distract your foes to get a better photograph of them.
  Prerequisites: Occult photography class feature, Bluff 5 
  ranks, Improved Feint.
  Benefit: You can feint against a target up to 20ft. away. 
  If successful, the target is denied their Dex modifier to 
  Reflex saves against your flash for 1 round.
  Equipment
  Those who wish to engage in photography without pur-
  suing the class of luminary may choose to purchase the 
  following supplies.
  Camera, mundane: This bulky device is used to create 
  mundane photographs. It consists of a black box outfit-
  ted with a small curtain, a front mounted lens, a long 
  flash wand, and a wooden tripod. Unlike a more so-
  phisticated camera obscura, a mundane camera must be 
  carefully disassembled when transported, and setting one 
  up typically takes ten minutes of preparation.  
  Price: 1,000 gp
  Camera Plates: This set of glass or polished metal plates 
  are coated with light sensitive substances, and   are used 
  to create mundane photographs. Each set of film plates 
  can create 10 photographs before they are exhausted. 
  Price: 20 gp
  Photographic Portrait: This 1 ft. square, custom made 
  photograph is a carefully executed and clearly rendered 
  image of a specific person, small family, or group of 
  people. 
  Price: 5 gp
  New Profession: Photographer
  This is the business end of taking photographs, which 
  can include creating visual evidence for certain agencies, 
  creating portraits for the aristocracy, to creating artistic 
  images from all manner of sights.
  
  11
  Cameras in Fantasy Environments
  Cameras first began simply, when darkened rooms would 
  be lit by a single candle and silhouettes were traced upon 
  the paper covered walls. Over time, these rooms or “dark 
  chambers” became small enough to carry and hold, and 
  the deft introduction of light to the inside the chamber 
  would mark the carefully prepared surfaces within. Like 
  firearms, cameras improved over time by becoming easier 
  to carry, load, aim, and shoot. Also like firearms, cameras 
  are not without mystic appeal, but like many inventions, 
  they were born out of chance, inspiration, and circum-
  stance. Given the near thousand-year history of cameras, 
  they are no more controversial than cannons, telescopes, 
  bombs, or firearms.  In fantasy worlds, cameras would 
  achieve popularity with tinkering races, artistic races, 
  and shifty races.
  Cameras and Luminaries on Porphyra
  Pre-calling Porphyrans had virtually no exposure to cam-
  era obscurae or photography until the After Calling era, 
  as it was a completely introduced science and art form.  
  It was and is most common in Iffud, due primarily to 
  the social disapproval there of illusion magic, which 
  would naturally assume most of the functions of photog-
  raphy.  The Elementalist faith of the Zendiqi disapprove 
  mightily of photography and luminaries, as they see it as 
  a perversion of the Four, harnessing them to create im-
  ages of persons, a foul practice in their eyes; an ironically 
  similar feeling is held in Sanctus Templum, where pho-
  tography is sanctioned under the Laws of Four as illegal 
  use of fire. The barbaric peoples of the Sikoyan Tundra, 
  Californ, Nor-du-Mag and most of the Rainbow Isles are 
  terrified of photography, as they see it as “stealing their 
  souls”, which, to be honest, is definitely a possibility. The 
  erkunae pursue fads avidly for a time, and while pho-
  tography might be “the desire of Chaos” one month, the 
  emperor might declare it anathema the next… 
     Apart from the applications for adventuring, photog-
  raphy and luminaries find much work in the very largest 
  of cities, such as Thame and Belle Ville in The Middle 
  Kingdoms, Freeport, the ornate cities of The Fourlands, 
  and Sharira, the Pinnacle Lands.  Deist attitudes some-
  times resist against photography, as some Deists wish to 
  emulate customs in the Anvil of Gerana.  Galleries in 
  Carneton, Berton, and the district capitals of Geranland 
  and Vinterre are showcases to the skill of the luminary 
  and the photographic art.  That being said, unscrupu-
  lous luminaries scour the countrysides of rural nations 
  looking for rubes to buy their wares, and lovely ladies to 
  con into removing their petticoats in the quest for “fame 
  in the big city”.  More than one luminary has had his 
  “lights” punched out for propositioning the wrong maid-
  en, who wears gauntlets instead of milkmaid’s gloves.
  Sample NPC
  Peeking Tym began his trade as a respected portrait 
  maker for pirates and seafarers in the exotic town of Xe-
  bic, but he soon discovered that his clientele desired his 
  talents for more than mere satisfaction of vanity. Today, 
  he is a thief of secrets who takes photographs of scandal-
  ous meetings and criminal behavior, selling his work to 
  the highest bidder. For adventurers traveling through the 
  Haunted Seas or nearby lands, depending on the phase 
  of the Sea’s location, he can be employed as a scout who 
  brings back visual intelligence of the various dangers 
  ahead. However, he has little desire to brave such dan-
  gers directly.
  Peeking Tym (CR 9; XP 6,400)
  Male ratfolk luminary 10
  N Small humanoid (ratfolk [bilgerat])
  Init +2; Senses carrion sense, see in darkness; Perception 
  +10 (+12 hidden objects)
  Defense
  AC 23, touch 17, flat-footed 18
  (+5 armor, +1 deflection, +2 Dex, +3 dodge, +1 natural, 
  +1 size)
  hp 78 (10d8+30)
  Fort +5, Ref +11, Will +9; +6 vs. light and darkness 
  descriptors
  Special Defenses grace under pressure +2, light and 
  shadow mastery, plagueborn
  Offense 
  Speed 20 ft. 
  Melee dagger +7/+2 (1d3-1/19-20) and bite +2 (1d2-1)
  Ranged +1 light crossbow +10 (1d6+1/19-20)
  Special Attacks bold stare (oscillation, susceptibility), 
  flash fire (5d6 fire; 20 ft., R-DC 18), hypnotic stare (-2), 
  occult photography 13/day, swarming
  Spell-Like Abilities (CL 10th; concentration +13)
     Constant—speak with animals (rats only)
  Spells Known (CL 10th; concentration +13)
     4th (1/day)—dimension door, forgetful slumber (W-DC 
  17)
     3rd (4/day)—clairaudience/clairvoyance, dominate 
  animal (W-DC 16), greater false life, illusion of treachery 
  (Wd-DC 16)
     2nd (5/day)—catatonia, enter image, focused scrutiny, 
  
  12
  invisibility, silence (W-DC 15)
     1st (6/day)—anticipate peril, charm person (W-DC 
  14), color spray (R-DC 14), detect secret doors, hypnotism 
  (W-DC 14)
    0th (at will)—dancing lights, daze (W-DC 13), detect 
  magic, detect psychic significance, prestidigitation, read 
  magic
  Statistics
  Str 8, Dex 14, Con 14, Int 13, Wis 10, Cha 17 
  Base Atk +7; CMB +8; CMD 21
  Feat Agile Maneuvers, Dodge, Iron Will, Mobility, 
  Nimble Moves, Toughness
  Skills Appraise +3, Bluff +16, Craft (alchemy) +14, 
  Handle Animals +0 (+4 rodents), Knowledge (arcana, 
  geography) +14, Linguistics +9,Perception +10 (+12 hid-
  den objects), Stealth +7, Use Magic Device +11; Racial 
  Modifiers +2 Appraise, +2 Perception to find hidden 
  objects, +4 Handle Animal with rodents, +1 Stealth
  SQ manipulations (adjustable lens, cold flash, disori-
  entating flash [F-DC 18], fast photographs, projector), 
  wharf prowler
  Languages Common, Elven, Maenad, Necril, Old Por-
  phyran, Orc, Orcam 
  Combat Gear antitoxin, bolts (10), potions of cure mod-
  erate wounds (2), scroll of eagle’s splendor, scroll of hideous 
  laughter, scroll of invisibility, tanglefoot bags (2); Gear 
  amulet of natural armor +1, camera obscura, dagger, +1 
  light crossbow, mwk backpack, ring of protection +1, +2 
  studded leather armor, 62 gp 
  Demographics
  Homeland The Haunted Sea 
  Faith Hermes
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  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and 
  Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
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  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
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  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
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  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
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  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
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  uted by Frog God Games; Author: Scott Greene, based on original material by Neville White.
  Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed 
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  Pathfinder Campaign Setting: Occult Realms © 2015, Paizo Inc.; Authors: Robert Brookes, Thurston Hillman, 
  Thomas M. Reed, and Mark Seifter.
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  Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, 
  Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K 
  Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
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  Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric 
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  Hybrid Class: Luminary © 2016, Purple Duck Games; Author Aaron Hollingsworth.
  All Text is Open Game Content
  
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