![]() ![]() On yet another, a solar with a flaming sword stands watch over the original mortal paradise so that no creature may enter. On another, seven solars stand watch over seven mystical chains keeping evil gods bound within a prison demiplane. On one world, a group of solars patrols the energy conduits of the sun, alert for any attempts by evil races such as drow to snuff out the light and bring eternal darkness. Solars accept roles as guardians, usually of fundamental supernatural concepts, or objects or creatures of great importance. A few very old solars have succeeded at this task and bear slayer-names of dread creatures that are now extinct by the solar’s hand. Some take on the mantle of monster-slayers and hunt powerful fiends and undead such as devourers, night hags, night shades, and pit fiends, even making forays into the evil planes and the Negative Energy Plane to destroy these creatures at their source before they can bring harm to mortals. They are the greatest trackers among the celestials, the most masterful of which are said to be able to track the days-old wake of a pit fiend flying through the Astral Plane. Most have silvery or golden skin.īlessed with an array of magical powers and the spellcasting abilities of the most powerful clerics, solars are powerful opponents capable of single-handedly slaying mighty evils. A solar stands about 9 feet tall and weighs about 500 pounds, with a strong, commanding voice that is impossible to ignore. A typical solar looks roughly human, though some physically resemble other humanoid races and a rare few have even more unusual forms. Solars are the greatest type of angel, usually serving at the right hand of a deity or championing a cause that benefits an entire world or plane. Treasure double ( +5 full plate, +5 dancing greatsword, +5 composite longbow ) They do not gain access to domains or other cleric abilities. Solars can cast divine spells as 20th-level clerics. Languages Celestial, Draconic, Infernal truespeechĪ solar’s bow needs no ammunition, and automatically creates a slaying arrow of the solar’s choice when drawn. ![]() ![]() ![]() Skills Craft (any one) +31, Diplomacy +32, Fly +32, Knowledge (history) +31, Knowledge (nature) +31, Knowledge (planes) +31, Knowledge (religion) +31, Perception +33, Sense Motive +33, Spellcraft +31, Stealth +21, Survival +31 Str 28, Dex 20, Con 30, Int 23, Wis 27, Cha 25įeats Cleave, Deadly Aim, Dodge, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Power Attack, Toughness Ranged +5 composite longbow (+9 Str bonus) +31/+26/+21/+16 (2d6+14 plus slaying arrow)Ĭonstant- detect evil, detect snares and pits, discern lies (DC 21), true seeingĪt Will- aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead (DC 20), waves of fatigueģ/day- blade barrier (DC 23), earthquake (DC 25), heal, mass charm monster (DC 25), permanency, resurrection, waves of exhaustionġ/day- greater restoration, power word blind, power word kill, power word stun, prismatic spray (DC 24), wishĩth- etherealness, mass heal, miracle, storm of vengeance (DC 27)Ĩth- fire storm (DC 26), holy aura (2) (DC 26), mass cure critical wounds (2)ħth- destruction (DC 25), dictum (DC 25), ethereal jaunt, holy word (DC 25), regenerateĦth- banishment (DC 24), heroes’ feast, mass cure moderate wounds, undeath to death (DC 24), word of recallĥth- break enchantment, breath of life, dispel evil (DC 23), plane shift (DC 23), righteous might, symbol of sleep (DC 23)Ĥth- cure critical wounds (3), death ward, dismissal (DC 22), neutralize poison (2) (DC 22)ģrd- cure serious wounds, daylight, invisibility purge, magic circle against evil, prayer, protection from energy, wind wallĢnd- align weapon, bear’s endurance, bull’s strength, consecrate, cure moderate wounds (2), eagle’s splendorġst- bless, cure light wounds (3), divine favor, entropic shield, shield of faithĠ (at will)-detect magic, purify food and drink, stabilize, virtue evilĭR 15/epic and evil Immune acid, cold, petrification Resist electricity 10, fire 10 SR 34 Init +9 Senses darkvision 60 ft., low-light vision, detect evil, detect snares and pits, true seeing Perception +33ĪC 44, touch 11, flat-footed 42 (+14 armor, +1 Dex, +1 dodge, +19 natural, –1 size +4 deflection vs. NG Large outsider ( angel, extraplanar, good) ![]()
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