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Solar Channeler

(The Shattered Gates of Slaughtergarde variant, p. 9)

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.

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).

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.


Hit die

d8

Skill points

2 + Int

Class Features

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, you 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 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 that 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, bur 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 Greatsword Attacks Speed
5th +20/+15/+10 (2d6+9/19-20) fly 90 ft. (good)
6th +21/+16/+11 (2d6+10/19-20) fly 90 ft. (good)
7th +22/+17/+12 (2d6+11/19-20) fly 90 ft. (good)
8th +23/+18/+13 (2d6+12/19-20) fly 120 ft. (good)
9th +24/+19/+14 (2d6+13/19-20) fly 120 ft. (good)
10th +25/+20/+15 (2d6+14/19-20) 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.

Advancement

Level BAB Fort Ref Will Special Spellcasting
1st +0 +2 +0 +2 Channel healing, turn undead
2nd +1 +3 +0 +3 +1 level of existing divine spellcasting class
3rd +2 +3 +1 +3 +1 level of existing divine spellcasting class
4th +3 +4 +1 +4 +1 level of existing divine spellcasting class
5th +3 +4 +1 +4 Lesser channel solar
6th +4 +5 +2 +5 +1 level of existing divine spellcasting class
7th +5 +5 +2 +5 +1 level of existing divine spellcasting class
8th +6 +6 +2 +6 +1 level of existing divine spellcasting class
9th +6 +6 +3 +6 +1 level of existing divine spellcasting class
10th +7 +7 +3 +7 Greater channel solar

Class skills

Skill name Key ability Trained only Armor check penalty
Concentration CON no no
Craft INT no no
Diplomacy CHA no no
Heal WIS no no
Knowledge (history) INT yes no
Knowledge (religion) INT yes no
Knowledge (the planes) INT yes no
Profession WIS yes no
Spellcraft INT yes no

Spells for Solar Channeler

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