Rodorsceaft: Pillar of Heaven
In the Solarian Empire, there are many who are called to the service of Samael. The greatest and most worthy may take on the mantle of the Solarian Guard, a paragon of light, purity and righteousness. Solarian Guards are the world’s last defense against evil, and it is their charge to defend all that is Good in the world from corruption and death.
While Paladin in Rodorsceaft is an applied template, the Solarian Guard builds upon that to focus on the paladin’s defensive and protective capabilities.Prerequisites:
- Alignment: Lawful Good
- Base Attack Bonus: +5
- Toughness, Improved Toughness, Touched by the Light, Vow of Obedience
- Proficiency with heavy armor and heavy shields
- Knowledge (religion) 2 ranks
- Aura of Courage class feature
- Special: Must swear an oath of service to the Paladin-King of Solaria.
|1||+1||+2||+0||+2||Bulwark of the Light, Mark of the Pariah||0||–||–||–|
|3||+3||+3||+1||+3||Aura of armor, Infusion of light||1||0||–||–|
|4||+4||+4||+1||+4||Improved bulwark of the Light||1||1||–||–|
|6||+6||+5||+2||+5||Infusion of light||2||1||1||–|
|7||+7||+5||+2||+5||Greater bulwark of the Light, Improved holy shield||2||2||1||0|
|8||+8||+6||+2||+6||Armor of the Righteous||2||2||1||1|
|9||+9||+6||+3||+6||Infusion of light, Diehard||2||2||2||1|
Hit die: d12
Skill points per level: 2 + Int modifier
Class skills: Craft (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis).
Weapon and Armor Proficiency: Solarian Guards are proficient in all simple and martial weapons, and all types of armor and shields.
Spells: The Solarian Guard has access to a small number of spells per day. These spells are drawn from the (core) Paladin spell list. Wisdom is the key stat for a Solarian Guard’s spellcasting.
Bulwark of the Light: By spending some of his Divine Power, a Solarian Guard can assume the aspect of the Bulwark of the Light. At 1st level, by spending one Divine Power point, the Solarian Guard can assume this aspect for a number of rounds equal to his class level. While in this aspect, the Solarian Guard cannot leave the square or be forcibly moved from it (all such attempts automatically fail). He gains a +2 to Strength and a +4 to Constitution, and a +4 dodge bonus to AC.
At 4th level, the bonuses provided by this ability go up to +4 Strength and +6 Constitution. In addition, the Solarian Guard gains spell resistance equal to 12 + his class level.
At 7th level, the bonuses provided go up to +6 Strength and +8 Constitution, and the Dodge bonus increases to +6. The Solarian Guard also gains immunity to mind-affecting spells and effects.
At the conclusion of the ability’s duration, the Solarian Guard becomes fatigued until the end of the encounter. If he was already fatigued, he instead becomes exhausted until he has the chance to take an extended rest.
Mark of the Pariah: Each time the Solarian Guard strikes a target in combat, he applies the Mark of the Pariah to that target. This mark can stack up to three times. If the Solarian Guard applies the Mark to a different target, the Mark on the first target dissipates immediately. Targets know when they have been marked.
If the marked target attempts to make an attack that does not include the Solarian Guard, the guard can, as a swift action, spend a point of Divine Power to cause 1d6 + Cha modifier holy damage for each stack of Mark of the Pariah on the target. Doing so does not consume the Mark of the Pariah on the target.
In addition, any time the Solarian Guard attempts to smite a marked target, he gets a bonus on his attack and damage roll equal to the number of marks currently on the target.
Holy Shield: The Solarian Guard can spend a point of Divine Power to augment his equipped shield. The shield’s enhancement bonus increases by 1, and it gains the light fortification property (25% immunity to critical hits). This lasts for 1d6 + Wis modifier rounds.
At 7th level, the bonuses provided by this ability go up to +2 and heavy fortification.
Aura of armor: As long as the Solarian Guard’s aura of good is active, he gains a deflection bonus to his AC equal to his Charisma modifier. In addition, all allies within ten feet of the Solarian Guard gain a +1 deflection bonus to their AC while they remain within ten feet of the guard.
Infusion of Light: At 3rd, 6th and 9th level, the Solarian Guard gains one additional point to his Divine Power pool.
Armor of the Righteous: At 8th level, the Solarian Guard gains the ability to invoke the Armor of the Righteous. Once per day, while in Bulwark of the Light, he gains DR 15/- until the Bulwark ends. Invoking this power is an immediate action and does not cost any additional Divine Power.
Diehard: At 9th level, the Solarian Guard gains Diehard as a bonus feat. He gains this feat even if he does not meet the prerequisites for it.
Angelic Intervention: The 10th level Solarian Guard gains an extremely potent defensive power. Once per week, the Solarian Guard may invoke Samael’s protection on a single nearby (close range, 25’ + 5’/2 levels) target. That target becomes protected by a magical shield that prevents all damage from any source. This shield lasts for a number of minutes equal to the Solarian Guard’s class level, or until the subject takes an overtly hostile action (DM’s discretion).
This shield is, effectively, cast by Samael; its caster level is absurdly high and it is therefore not dispellable by mortal magic. The price for using this ability, however, is steep; the Solarian Guard immediately dies with no save allowed. He can, however, be raised normally.
Solarian Guards are required to maintain a very high personal standard of conduct. Any violation of the Solarian Measure, disobedience to the Church or the Guard’s superiors, or evil act results in immediate and irrevocable loss of all class abilities. In addition, the path of the Solarian Guard takes extreme dedication; while players are permitted to multiclass as normal, if they take a level of another class after taking a level of Solarian Guard, they are forever barred from continuing as a Guard.