Thran Sunlancer

The Thran are a tribal, spiritual people, deeply in touch with the land, the spirits and the chocobos that they depend on for their way of life. Occasionally, however, there are those Thran who embrace the Light, the warming, life-giving sun that shines over all living things. These men and women become paragons of their tribe, mastering bow, beast and bright and weaving them into a perfect harmony of skill and inspiration: the Sunlancers, whose exploits are told and re-told to eager Thrannish youth.

Prerequisites

Alignment: Any good.
Skills: Handle Animal 2 ranks, Ride 10 ranks, Knowledge (Religion) 2 ranks.
Feats: Touched by the Light, Mounted Combat, Mounted Archery, Weapon Focus (longbow).
Special: Must have the aura of courage class feature.

Thran Sunlancer


Level BAB F R W Special 1 2 3 4
1 +1 +2 +0 +2 Ranged smite, companion mount 0
2 +2 +3 +0 +3 Mounted skirmish +1d6, crusader aura 1
3 +3 +3 +1 +3 Sunlancer bow, infusion of light 1 0
4 +4 +4 +1 +4 Ranged charge, mounted skirmish +1 AC 1 1
5 +5 +4 +1 +4 Speed of the Sun 2 1 0
6 +6 +5 +2 +5 Infusion of light, mounted skirmish +2d6 2 1 1
7 +7 +5 +2 +5 Sunbeam 2 2 1 0
8 +8 +6 +2 +6 Mounted skirmish +2 AC 2 2 1 1
9 +9 +6 +3 +6 Infusion of light 2 2 2 1
10 +10 +7 +3 +7 Beam of judgment, mounted skirmish +3d6 2 2 2 2

Hit die: d8
Skill points per level: 4 + Int modifier
Class skills: Craft (any) (Int), Handle Animal (Cha), Listen (Wis), Ride (Dex), Spot (Wis) and Survival (Wis).

Class Features

Weapon and armor proficiency: The Thran Sunlancer gains no additional proficiency in weapons or armor. Note that many of his abilities do not function if he is wearing more than light armor, or is carrying more than a light load.

Spells: The Thran Sunlancer has the ability to cast a small number of divine spells. He draws these from the Core Paladin spell list. His spellcasting attribute is WIS, and his caster level is equal to his class level.

Ranged Smite (Su): At first level, the Thran Sunlancer gains the ability to use his smite ability on a bow attack.

Companion Mount (Su): The Thran Sunlancer, through working closely with a specific animal, gains its trust and develops a special bond with it through the Light. This provides the mount with certain benefits; see the Sunlancer’s Mount section below for details.

As the Sunlancer gains levels, so does his mount improve. The mount remains a normal animal (augmented); the Sunlancer gains no ability to call or dismiss it. If the Sunlancer ever mistreats the mount or fails to treat it as a best friend, it leaves, and the Sunlancer must atone before calling another one.

If the special mount is slain, the Sunlancer may bond to another one. The bonding process takes one month, during which time the Sunlancer must work closely with the animal for eight hours a day.

Mounted skirmish (Ex): See the Scout class (complete Adventurer) for details. The Sunlancer may only use this ability while mounted; his mount’s movement counts towards the 10’/round requirement. If the Sunlancer has the Skirmish ability already, then the two abilities stack when the Sunlancer is mounted.

Crusader aura (Su): As long as the Sunlancer is mounted and his aura of courage is active, all allies who receive the benefit of the aura gain a +10’ sacred bonus to their speed. This bonus takes effect immediately upon entering the aura; it persists until the end of their next action upon leaving the aura.

Sunlancer Bow (Su): At 3rd level, the Sunlancer gains the signature power of the class: the ability to call a bow made out of sunlight. Calling the bow is a standard action that does not provoke attacks of opportunity, but the Sunlancer’s hands must be empty and unbound to do it. It costs one point of Divine Power to summon the bow. The bow lasts a number of rounds equal to 3 + the Sunlancer’s CHA modifier. If it leaves the Sunlancer’s hands, it dissipates immediately.

The sunlancer’s bow is a composite longbow, appropriately sized and strengthed for the character. It requires no ammunition; glowing arrows of light are created whenever the bowstring is drawn. It cannot, in fact, be used to fire regular ammunition, or to interact with physical objects in any way; though it feels solid in the Sunlancer’s hands, it passes through all other matter like the light that it is made of.

The bow has an enhancement bonus equal to half the Sunlancer’s level. In addition, the first attack made with the bow in any given round is automatically considered a smite.

As the Sunlancer advances in level, he gains the ability to improve his bow. At 5th level, he may choose to give the bow the seeking or the ghost touch ability. At 7th, he may choose to give the bow the holy or any single type of bane ability. At 9th, he may choose to give the bow the holy burst or brilliant energy property. The choice to do so must be made when the bow is called and cannot be changed for that use of the sunlancer’s bow, and only a single enhancement may be chosen per use.

Infusion of Light (Su): At 3rd, 6th and 9th level, the Sunlancer’s pool of Divine Power increases by one.

Ranged charge (Ex): When riding his special mount, the Sunlancer gains the ability to perform a special ranged charge. The Sunlancer declares the charge, and his mount must take a charge action; however, the “target” of the charge can be any square the Sunlancer has line-of-sight to. As part of this combined action, the Sunlancer may take a single shot with his bow at any target within 30’; this attack gains the standard +2 to hit and does double weapon damage. The Sunlancer may take his shot at any point of the mount’s movement; skirmish bonuses apply if the mount has moved 10’ before the shot is taken.

As is normal for a charge, the Sunlancer suffers a -2 penalty to AC until the beginning of his next action.

Speed of the Sun (Su): The Sunlancer gains a +2 sacred bonus to initiative checks. Also, as an immediate action, by spending a point of Divine Power, he may choose to take an attack of opportunity with a wielded bow as if he were wielding an appropriately-sized short melee weapon. The opponent must still provoke the attack as normal, and this power may be used only once per round regardless of how many attacks of opportunity the Sunlancer might otherwise be entitled to.

For purposes of this ability, the Sunlancer is considered to threaten all opponents within 30’ that he has line of effect to.

Sunbeam (Su): At 7th level, if the Sunlancer is wielding his sunlancer’s bow, he may opt to spend a point of Divine Power to make his next shot a sunbeam instead of a normal arrow. This functions as the spell (PHB 289).

Beam of Judgment (Su): At 10th level, the Sunlancer gains ultimate mastery over his sunlancer’s bow. While he is wielding the bow, as a full-round action, he may spend a point of Divine Power to fire a Beam of Judgment at a single target.

The Beam of Judgment acts like an arrow of slaying; the DC against the death effect is equal to 10 + the Sunlancer’s class level + the Sunlancer’s CHA modifier. If the target is slain by this effect, its body is reduced to ash, and all creatures within 30’ of the target are affected by an effect similar to a sunburst cast by a Druid of the Sunlancer’s class level. If the target makes its save, it nonetheless takes an additional 3d6 damage from the hit. If the creature dies from taking damage, the sunburst effect does not happen.

The Beam of Judgment’s death effect and extra damage do not affect good-aligned creatures; creatures with the [Good] subtype take no damage at all from a Beam of Judgment.

Ex-Sunlancers: The path of a Sunlancer is strict and demanding, and these great heroes are held to a very high standard by their culture. A Sunlancer who ever loses the benefit of his Touched by the Light feat immediately loses all supernatural and spell-like abilities associated with the class; if the transgression was against the Sunlancer’s will (i.e. he was under some kind of magical compulsion), atonement might be sufficient to allow the Sunlancer to regain his abilities. If, however, the Sunlancer lost the feat through his own considered actions, while atonement might allow him to regain his powers, he is barred from further advancement in the class. Likewise, the Sunlancer must remain devoted to his cause; though Sunlancers may multiclass as normal, a Sunlancer who takes a level in another class may not continue advancing as a Sunlancer.

The Sunlancer’s Mount


Class Level Bonus HD Bonus STR/DEX Armor Special
1 – 2 +2 +0 +4 Affinity, share spells
3 – 4 +4 +1 +6 Evasion, share saves
5 – 6 +6 +2 +8 Empathic link, devotion
7 – 8 +8 +3 +10 Improved speed, Multiattack
9 – 10 +10 +4 +12 Improved evasion, Scorn earth

Affinity: The Sunlancer can handle his mount as a free action, or push it as a move action. In addition, he gains a sacred bonus equal to his level on all Ride checks made while riding his mount, and the mount gains the benefit of the Sunlancer’s auras as though he were the Sunlancer himself rather than an ally. Finally, when riding his companion mount, the Sunlancer may take 10 on Ride checks even if he is harried.

Share spells: At the Sunlancer’s option, he may have any spell he casts upon himself also affect his mount. He must be mounted at the time of casting for the mount to receive the benefit. If the spell has a duration other than Instantaneous, it dissipates immediately if the Sunlancer dismountes. Additionally, a Sunlancer may cast a spell with a target of “You” on his mount (as a touch spell) instead of on himself. A Sunlancer and his mount share spells even if the spells normally do not affect creatures of the mount’s type (animal).

Evasion: When subjected to an attack that normally allows a Reflex save for half damage, a Sunlancer’s special mount takes no damage on a successful save. It still takes full damage on a failed save.

Share saves: While within one mile of its master, the Sunlancer’s mount uses the Sunlancer’s saves if they are better.

Empathic link: The Sunlancer’s increasing affinity with his bonded mount grants him an empathic link to the mount out to a distance of one mile. The Sunlancer cannot see through his mount’s eyes, but they can communicate empathically (via feelings). Note that the mount has only subhuman intelligence, and will likely see the world very differently than the Sunlancer, so misunderstandings are possible.

Because of this link, the Sunlancer has the same connection to an item or place that his mount does, just as with a master and his familiar (PHB 52).

Devotion: The mount’s link with its master becomes so strong that it gains a +4 morale bonus on Will saves against enchantment spells and effects.

Improved speed: The mount gains a +10’ inherent bonus to its speed. If it has multiple modes of movement, this bonus applies to them all.

Multiattack: If the mount has three or more natural attacks, it gains the Multiattack feat as a bonus feat if it does not already have it. If the mount does not have three or more natural attacks, it instead gains a second attack with its primary natural weapon, albeit at a -5 penalty to hit.

Improved evasion: The mount now takes half damage on a failed Reflex save. It still takes no damage on a successful save.

Scorn earth: The Sunlancer’s bond with his mount is complete, and when they are mounted, they are as the brilliant sun. While mounted, the Sunlancer and his mount radiate light as a torch, and the mount is capable of crossing any surface, no matter how narrow or fragile. The mount cannot fly, and still takes falling damage if it falls, but it can walk across water, mud, difficult terrain, snow, virtually any surface imaginable without breaking through. The mount still has to make Balance checks to cross narrow surfaces.

Thran Sunlancer

Rodorsceaft: Pillar of Heaven TheEndlessBard