(15 intermediate revisions by 5 users not shown)
Line 1: Line 1:
== Notice ==*****This class is not implemented/available for selection at this time*****
== Notice ==
This class gains Turn Undead progression. It does not grant the Turn Undead feat.
This class gains Turn Undead progression. It does not grant the Turn Undead feat.


Line 28: Line 28:
Feat: True Believer
Feat: True Believer


Special: Ability to cast 2nd level Divine Spells
Lore Religion : 9
 
Class: Cleric or Paladin
 


Class: Cleric


== Class Features ==
== Class Features ==
- Hit Die: d8
- Hit Die: d8


- Base Attack Bonus: Medium, High for Paladins
- Base Attack Bonus: Medium


- High Saves: Fortitude, Will
- High Saves: Fortitude, Will
Line 47: Line 45:
- Skill Points: 2 + Int Modifier.
- Skill Points: 2 + Int Modifier.


- Class Skills: Concentration, Craft Weapon, Craft Armor, Diplomacy, Lore, Spellcraft.
- Class Skills: [[Concentration]], [[Diplomacy]], [[Heal_(skill)|Heal]], [[Lore: History]], [[Lore: Religion]], [[Lore: The Planes]], [[Spellcraft]].


- Spells per Day/Spells Known: This class offers full spell progression in the Cleric and Paladin class.
== Class Abilities ==
{| class="article-table"
!
Level
!
Features Gained
|-
|1
|Spellcasting Progression Feat
|-
|2
|Glaring Eyes, Spellcasting+1
|-
|3
|Solar's Grace I 1/day, Spellcasting+2
|-
|4
|Spellcasting+3
|-
|5
|Channel Solar 1/day
|-
|6
|Spellcasting+4, Solar's Grace II 2/day
|-
|7
|Spellcasting+5, Channel Solar 2/day
|-
|8
|Spellcasting+6
|-
|9
|Spellcasting+7, Solar's Grace III 3/day
|-
|10
|Channel Solar 3/day
|}


- Class Feats<br />1: Spell Progression<br />2: Glaring Eyes<br />3: Solar's Grace I<br />4:<br />5:<br />6: Solar's Grace II<br />7: Solar's Wrath<br />8:<br />9: Solar's Grace III<br />10: Channel Solar


-No bonus feats.
<span style="color: rgb(255, 128, 0);">Divine Spellcasting</span><br />
At each level except 1, 5 and 10 the character gains new spells per day (7/10 spell progression and spells known, if applicable) as if he had also gained a level in cleric.
 


== Abilities ==
<span style="color: rgb(255, 128, 0);">Glaring Eyes</span><br />
<span style="color: rgb(255, 128, 0);">Glaring Eyes</span><br />
Type of Feat: Class<br />Prerequisites: Solar Channeler 2<br />Specifics: You gain the ability to use Searing Light as a spell like ability, at will.<br />Use: Selected
Type of Feat: Class<br />Prerequisites: Solar Channeler 2<br />Specifics: You gain the ability to use Searing Light as a spell like ability, at will. The caster level it is cast at is equal to your Solar Channeler levels.<br />Use: Selected<br/>Cooldown: 1 minute






<span style="color: rgb(255, 128, 0);">Solar's Grace</span><br />
<span style="color: rgb(255, 128, 0);">Solar's Grace</span><br />
Type of Feat: Class<br />Prerequisites: Solar Channeler 3<br />Specifics: You gain the ability to use Solar's Grace at will. You take on the characteristics of a Solar temporarily. At level 3 the duration is one minute. At level 6 it becomes two, and at level 9 it finally becomes 3 minutes. This ability consumes one use of turn-undead.<br />Use: Selected
Type of Feat: Class<br />Prerequisites: Solar Channeler 3<br />Specifics: You gain the ability to use Solar's Grace, you bestow the characteristics of a Solar on an ally temporarily. The duration is three minutes.<br />Use: Selected


:::::::: [Solar's Grace bestows: (I / II / II)<br />- 2 / 5 / 8 regenerate<br />- Increased SR effect 12 / 22 / 32<br />- Fire & Elec DR 5 / 10 / 15<br />- At the cost of one use of Turn undead<br />- Lasts for one minute. (ten rounds)<br />- As a standard action]
:::::::: [Solar's Grace bestows: (I / II / III)<br />- 2 / 4 / 6 regenerate<br />- Increased SR effect 12 / 22 / 32<br />- Fire & Elec DR 5 / 10 / 15<br />




<span style="color: rgb(255, 128, 0);">Channel Solar</span><br />
Type of Feat: Class<br />Prerequisites: Solar Channeler 5<br />Specifics: You gain the ability to Channel a Solar-like Shape.


<span style="color: rgb(255, 128, 0);">Solar's Wrath</span><br />
While you are in solar-like form, your body and gear are replaced by a body and a magic greatsword like those of a solar. You become a Medium creature (if you were of a different size before), and you lose the ability to cast spells and to use the class features of your normal form while you're in solar-like form. You remain in this form for 3 minutes. At no point do you become an actual angel, through this fact may be lost on others. Any character will ranks in spellcraft will quickly note that a shapechanging effect is at play.
Type of Feat: Class<br />Prerequisites: Solar Channeler 7<br />Specifics: At level 7 a Solar Channeler gains the ability to bestow his weapon with properties akin to the Solar's Greatsword. This ability consumes one use of turn-undead and lasts for one minute.<br />Use: Selected


:::::::: [Solar's Wrath bestows:<br />- 2d6 damage versus Evil<br />- +5 Enhancement<br />- At the cost of one use of Turn undead<br />- Lasts for one minute. (ten rounds)<br />- As a standard action]
When you reach Solar Channeler level 10 the Solar-like form gains Strength, Dexterity and Constitution equal to your Wisdom modifier, capped to 10.


 
This ability consumes one use of Turn Undead.
 
<br />Use: Selected
<span style="color: rgb(255, 128, 0);">Channel Solar</span><br />
Type of Feat: Class<br />Prerequisites: Solar Channeler 10<br />Specifics: You gain the ability to Channel a Solar-like Shape thee times per day. While you are in solar-like form, your body and gear are replaced by a body and a magic greatsword like those of a solar. You become a Medium creature (if you were of a different size before), and you lose the ability to cast spells and to use the class features of your normal form while you're in solar-like form. You remain in this form for one minute. The Solar-like form gains +1 Strength, Dexterity and Constitution for every epic level over twenty hit dice. At no point do you become an actual angel, through this fact may be lost on others. Any character will ranks in spellcraft will quickly note that a shapechanging effect is at play.<br />Use: Selected




Line 84: Line 117:
[[Category:Prestige Class]]
[[Category:Prestige Class]]
[[Category:In development]]
[[Category:In development]]
== Gameplay Notes ==
*Channel Solar gives you 20 ability score in each physical stat (STR,DEX,CON). At level 10 Solar Channeler it adds up to 10 points to those relying on your WIS modifier (with max.30 in each physical ability, these base stats can be modified further with spells).
*Channel Solar is limited to 3 times per day and costs additionally one use of Turn Undead. It doesnt have a cool down.
*The class grants only cleric spellcasting progression. (No other choices for multiclass divine casters)

Latest revision as of 20:30, 23 July 2022

Notice

This class gains Turn Undead progression. It does not grant the Turn Undead feat.

Description

Holy warriors ready to defend the Material Plane against demonic invasion, solar channelers are effective healers and spellcasters until the situation demands melee combat. Then they become furious angels.


Solar Channelers enter the class through participating in the Ritual of Feathers, a prayer filled ceremony after which an actual solar briefly appears and wordlessly touches you with its sword. From that moment forward, you find that the gates on your ability to channel positive energy have been opened. Taking on the path of the solar channeler requires further practice, study and greater inner strength.


For this reason only experienced clergy become Solar Channelers. Solar Channeler Champions are renowned for their ability to assume the like of a Solar, changing their visage and assuming a large number of traits ascribed to these celestial angels. At no point do they become actual angels themselves however. This distinction is not always noted by those opposing the Channeler, though any character with ranks in spellcraft will quickly discern that a shapechanging effect is at play.


The ritual of feathers is the usual path through which Solar Channelers begin their advancement in the class. The ritual requires the possession of an Angelic feather, from which the name is derived. As such, undertaking the path of the Solar Channeler is usually reserved for the champions of a church. In rare instances Angels have been known to bless goodly adventurers with their feathers, sometimes after a show of support by smiting a fiend the party was fighting. Such Divine intervention is extremely rare however, and necessarily limited to situations where Heaven would even consider sending an Angel.


Requirements

Race: Any

Alignment: Any Good

BAB: 6

Feat: True Believer

Lore Religion : 9

Class: Cleric

Class Features

- Hit Die: d8

- Base Attack Bonus: Medium

- High Saves: Fortitude, Will

- Weapon Proficiencies: Solar Channelers gain no weapon proficiencies.

- Armor Proficiencies: Solar Channelers gain no armour proficiencies.

- Skill Points: 2 + Int Modifier.

- Class Skills: Concentration, Diplomacy, Heal, Lore: History, Lore: Religion, Lore: The Planes, Spellcraft.

Class Abilities

Level

Features Gained

1 Spellcasting Progression Feat
2 Glaring Eyes, Spellcasting+1
3 Solar's Grace I 1/day, Spellcasting+2
4 Spellcasting+3
5 Channel Solar 1/day
6 Spellcasting+4, Solar's Grace II 2/day
7 Spellcasting+5, Channel Solar 2/day
8 Spellcasting+6
9 Spellcasting+7, Solar's Grace III 3/day
10 Channel Solar 3/day


Divine Spellcasting
At each level except 1, 5 and 10 the character gains new spells per day (7/10 spell progression and spells known, if applicable) as if he had also gained a level in cleric.


Glaring Eyes
Type of Feat: Class
Prerequisites: Solar Channeler 2
Specifics: You gain the ability to use Searing Light as a spell like ability, at will. The caster level it is cast at is equal to your Solar Channeler levels.
Use: Selected
Cooldown: 1 minute


Solar's Grace
Type of Feat: Class
Prerequisites: Solar Channeler 3
Specifics: You gain the ability to use Solar's Grace, you bestow the characteristics of a Solar on an ally temporarily. The duration is three minutes.
Use: Selected

[Solar's Grace bestows: (I / II / III)
- 2 / 4 / 6 regenerate
- Increased SR effect 12 / 22 / 32
- Fire & Elec DR 5 / 10 / 15


Channel Solar
Type of Feat: Class
Prerequisites: Solar Channeler 5
Specifics: You gain the ability to Channel a Solar-like Shape.

While you are in solar-like form, your body and gear are replaced by a body and a magic greatsword like those of a solar. You become a Medium creature (if you were of a different size before), and you lose the ability to cast spells and to use the class features of your normal form while you're in solar-like form. You remain in this form for 3 minutes. At no point do you become an actual angel, through this fact may be lost on others. Any character will ranks in spellcraft will quickly note that a shapechanging effect is at play.

When you reach Solar Channeler level 10 the Solar-like form gains Strength, Dexterity and Constitution equal to your Wisdom modifier, capped to 10.

This ability consumes one use of Turn Undead.
Use: Selected


Class courtesy of Rasael, thorough testing by the Quality Control Team. Implementation on the server by Luna. This class is an adaptation of the Solar Channeler from "The Shattered Gates of Slaughtergarde", page 8.

Gameplay Notes

  • Channel Solar gives you 20 ability score in each physical stat (STR,DEX,CON). At level 10 Solar Channeler it adds up to 10 points to those relying on your WIS modifier (with max.30 in each physical ability, these base stats can be modified further with spells).
  • Channel Solar is limited to 3 times per day and costs additionally one use of Turn Undead. It doesnt have a cool down.
  • The class grants only cleric spellcasting progression. (No other choices for multiclass divine casters)