The Shattered Gates Of Slaughtergarde
A D&D 3.5e Campaign
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.
Becoming a Solar Channeler
Good clerics and powerful paladins who have reached Luminary Champion status within the Luminous Order should have no difficulty undergoing the Ritual of Feathers required to become a Solar Channeler.
Solar Channeler Entry Requirements
Alignment: Any good.
Special: Ability to turn undead as a 6th-level cleric.
Special: You must have an affiliation score of 9 or higher within the Luminous Order to become a Solar Channeler. If your affiliation score drops below 9 after you have become a Solar Channeler, you retain all class features and the ability to advance in the class.
Special: Must participate in the Ritual of Feathers (see Advancement).
The Solar Channeler Hit Die: D8
Class Features
The Solar Channeler learns to channel positive energy for emergency healing and to temporarily be come a powerful flying creature akin to a solar. All the following are class features of the Solar Channeler prestige class.
Channel Healing (Su): By expending one daily use of your ability to turn undead and channeling that energy toward a willing ally, you can cast any cure spell as a swift action, or you can cast a cure spell on a target up to 30 feet away. You can do both in the same round, but doing so expends two daily uses of your ability to turn undead.
Turn Undead (Su): You add your Solar Channeler level to your effective level for turning undead granted by any other class to determine your effective level for turning undead. For example, if you're a 7th-level cleric/ 1st-level paladin/1st-level Solar Channeler, youll turn undead as if you were an 8th-level cleric.
Spellcasting: At every level except 1st, 5th, and 10th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the Solar Channeler level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a Solar Channeler, you must decide to which class to add each eligible Solar Channeler level for the purpose of determining spells per day, caster level, and spells known.
Lesser Channel Solar (Su): Beginning at 5th level, you can expend one of your daily uses of your ability to turn undead as an immediate action to transform into a powerful creature that looks like a solar (MM page 12). At the beginning of each of your subsequent turns, you must use a swift action to expend one additional daily use of your ability to turn undead. If you do not or cannot do so, you return to your normal form.
While you are in solar 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 form (except th at you can expend daily uses of your ability to turn undead in order to maintain the altered form).
For as long as you maintain solar form, you don't have access to items worn, held, or carried by your normal form, although your AC remains the same. The greatsword disappears if it leaves your grasp, but you can spend a move action to make it reappear in your hands. Your attacks, damage, and speed change as described on the following table. All other aspects of your character remain the same.
LEVEL
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
BaB
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
Fort Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Channel healing, Turn Undead
-
-
-
Lesser Channel Solar
-
-
-
-
Greater Channel Solar
Spellcasting
-
+1 Level of Existing Divine Spellcasting Class
+1 Level of Existing Divine Spellcasting Class
+1 Level of Existing Divine Spellcasting Class
-
+1 Level of Existing Divine Spellcasting Class
+1 Level of Existing Divine Spellcasting Class
+1 Level of Existing Divine Spellcasting Class
+1 Level of Existing Divine Spellcasting Class
-
Level
5th
6th
7th
8th
9th
10th
Greatsword Attacks
+20/+15/+10 (2D6+9/19-20)
+21/+16/+11 (2D6+10/19-20)
+22/+17/+12 (2D6+11/19-20)
+23/+18/+13 (2D6+12/19-20)
+24/+19/+14 (2D6+13/19-20)
+25/+20/+15 (2D6+14/19-20)
Speed
Fly 90 ft. (good)
Fly 90 ft. (good)
Fly 90 ft. (good)
Fly 120 ft. (good)
Fly 120 ft. (good)
Fly 150 ft. (good)
Greater Channel Solar (Su): At 10th level, you can remain in solar form for 1 minute for each daily use of your ability to turn undead that you expend.
Playing a Solar Channeler
You deal with challenges the way you always have, but when combat turns for the worst, you know that you've got an angel in reserve. The Luminous Order regards its Solar Channelers highly - especially those who have reached 5th level or higher. Your ability to turn into a powerfuI angel is seen as a sign that the gods favor you.
Combat: You can't turn into an angel whenever you want, so you have to assess whether a given fight requires the assistance of your solar form. Becoming an angel is a double-edged sword, because you won't be able to heal your allies or cast other spells until you return to normal.
The Luminous Order often sends Solar Channelers into the Slaughterscar. Even if you can't transform into an angel, you're still remarkably effective against the undead.
Advancement: Those who meet the entry requirements and wish to do so are invited to take part in the day long Ritual of Feathers at the Shining Citadel. At the conclusion of this prayer-filled ceremony, 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 form of a solar requires further practice and greater inner strength.
Class Skills (2 + Int modifier per level): Concentration, Craft, Diplomacy, Heal, Knowledge (history), Knowledge (the planes), Knowledge (religion). Profession, Spellcraft.