ENTRY REQUIREMENTS
Alignment: Neutral Good
Patron Deity: Solaron
Base Attack Bonus: +5
Skills: Theology 4 ranks
Special: Must not be able to channel negative energy, such as through rebuke undead.
Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting | ||||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | ||||||
1st | +1 | +1 | +0 | +0 | Detect undead, turn undead, zeal | 0 | — | — | — |
2nd | +2 | +1 | +0 | +0 | Divine grace, smite undead | 1 | — | — | — |
3rd | +3 | +2 | +1 | +1 | Sun domain | 1 | 0 | — | — |
4th | +4 | +2 | +1 | +1 | Empyrean companion | 1 | 1 | — | — |
5th | +5 | +3 | +1 | +1 | Luminous burst | 1 | 1 | 0 | — |
6th | +6 | +3 | +2 | +2 | Fast healing 1 | 1 | 1 | 1 | — |
7th | +7 | +4 | +2 | +2 | — | 2 | 1 | 1 | 0 |
8th | +8 | +4 | +2 | +2 | Greater turning | 2 | 1 | 1 | 1 |
9th | +9 | +5 | +3 | +3 | — | 2 | 2 | 1 | 1 |
10th | +10 | +5 | +3 | +3 | Radiant burst, fast healing 2 | 2 | 2 | 2 | 1 |
Class Skills (2 + Int modifier per level): Persuasion, Heal, Theology, Insight, and Profession
Class Features
Weapon and Armor Proficiency
A Soldier of Light is proficient with simple and martial weapons. They are proficient with light and medium armor and with shields (but not with tower shields).
Level | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|
1st | 2 | — | — | — |
2nd | 3 | — | — | — |
3rd | 3 | 2 | — | — |
4th | 4 | 3 | — | — |
5th | 4 | 3 | 2 | — |
6th | 4 | 4 | 3 | — |
7th | 5 | 4 | 3 | 2 |
8th | 5 | 4 | 4 | 3 |
9th | 5 | 5 | 4 | 3 |
10th | 5 | 5 | 4 | 4 |
Spellcasting
A soldier of light gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A soldier of light must choose and prepare his spells in advance.
To prepare or cast a spell, he must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a soldier of light’s spell is 10 + the spell level + his Wisdom modifier.
A soldier of light can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Wisdom score. When the table indicates that the soldier of light gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
A soldier of light must spend 1 hour each day in quiet prayer and meditation to regain his daily allotment of spells. He may prepare and cast any spell that he has accessed, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Spell Access
A soldier of light’s access to divine spells is limited. At 1st level, he gains access to two 1st-level spells of his choice from the paladin spell list. At each new class level, he gains one or more new spells, as indicated on Table:Soldier of Light Spell Access. When preparing spells for the day, he may choose to prepare any spell to which he has access.
Once per week, a soldier of light may conduct a ritual during his daily meditation to replace one of his accessed paladin spells with a new paladin spell. In effect, he “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. He may swap only a single spell in any given week and must wait a full week between rituals to change spell access.
Detect Undead
At will, a soldier of light can use detect undead, as the spell.
Turn Undead
A soldier of light can channel divinity to turn undead as a cleric of his class level. If he already has the ability to turn undead, he adds his soldier of light levels to his effective cleric level for purposes of turning undead.
Zeal
A solider of light’s zeal for his cause fills him with power, which can used to activate many of his class abilities. At the start of each day, he gains a number of points of zeal equal to 1/2 his solider of light level plus his Charisma bonus (minimum 1).
Divine Grace
At 2nd level, a soldier of light gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Smite Undead
By spending a point of zeal as a free action, a soldier of light may attempt to smite undead as part of an attack with a melee weapon. He adds his Wisdom bonus (if any) to his attack roll and deals 1 extra point of damage per soldier of light level. If the soldier of light accidentally smites a creature that is not undead, the smite has no effect, but the point of zeal is still used up for the day.
Sun Domain
A 3rd-level soldier of light gains access to the Sun domain, including its granted ability. He adds the domain spells to his spell list and can prepare and cast sun domain spells with his class spell slots.
If he has divine spellcasting from another class that has domain slots, such as a cleric, he can choose to prepare sun domain spells in those domain slots. If he already has access to the sun domain from that class, he gains no additional benefit from this class feature.
Empyrean Companion
Upon reaching 4th level, a soldier of light gains the service of a loyal light elemental. Once per day, as a full-round action, a soldier of light may magically call his companion from the Shining Lands where it resides. This ability is the equivalent of a spell of a level equal to one-third the soldier of light’s level. The companion immediately appears adjacent to the soldier of light and remains for 24 hours; it may be dismissed at any time as a free action. The companion is the same creature each time it is summoned, though the soldier of light may release a particular companion from service.
You may summon your companion additional times per day, but each additional summons costs you 1 point of zeal.
Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear it had when it was last dismissed. Calling a companion is a conjuration (calling) effect.
Should the soldier of light’s companion die, it immediately disappears, leaving behind any equipment it was carrying. The soldier of light may not summon his companion again for thirty days or until he gains a soldier of light level, whichever comes first, even if the companion is somehow returned from the dead. After thirty days, his companion is resurrected, if it hasn’t been already, and can be summoned again.
Luminous Burst
As a standard action, a 5th-level soldier of light can infuse his turn undead attempts with purifying light. He can spend one additional use of channel divinity when he turns undead to create a burst of light and energy in a 50-foot radius around himself, expanding the range of his turn undead. This burst of light also increases the turn undead damage by 1d6 points per soldier of light class level.
If he spends an additional use of channel divinity when attempting to turn undead—for a total of three uses—the light created by luminous burst is treated as true daylight for the purposes of affecting creatures that are damaged or destroyed by bright light. In addition, the light created by the burst lasts for a number of rounds equal to the soldier’s class level and counts as a light spell equal to one half his class level, rounded down, which dispels any darkness spell of equal or lower level.
Fast Healing
A 6th-level soldier of light gains fast healing 1. This fast healing functions only while the soldier of light is in an area of bright light, including the light created by his luminous burst ability.
At 10th level, this ability increases to fast healing 2.
Greater Turning
An 8th-level soldier of light can perform a greater turning, as per the granted power of the sun domain, each time he uses channel divinity to turn undead.
He also gains 1 additional daily use of channel divinity.
Radiant Burst
When a soldier of light uses his luminous burst, he can spend a point of zeal to grant his allies the power of the Light. His living allies in the area of the burst—but not the soldier of light himself—become charged with positive energy.
A charged ally may, on their own turn, expend this energy charge in one of three ways, each of which requires a swift action to activate. If the energy charge isn’t used within 1 minute, it fades away harmlessly. No individual may have more than one charge of energy from radiant burst at a time.
- Smite Undead: The next weapon attack this turn is considered a smite, adding +4 to attack and +10 to damage against undead.
- Enhance Spell: Increase the effective spell level and caster level of the next spell cast this turn with the [light] descriptor by 1.
- Heal Self: Heal self for 5d6 damage.
- Zeal: Spend the charge as if it were a point of zeal to activate any zeal ability that ally possesses.
Ex-Soldiers of Light
A soldier of light who ceases to be good aligned, who willfully commits an evil act, who gains the ability to rebuke undead, or who becomes a creature of darkness loses all soldier of light spells and abilities (including the service of his empyrean companion, but not weapon, armor, and shield proficiencies). He may not progress any farther in levels as a soldier of light. He regains his abilities and advancement potential if he atones for his violations, as appropriate.
The Soldier of Light’s Empyrean Companion
The soldier of light’s companion is a medium light elemental which has been blessed by Solaron to be superior to a normal light elemental.
Soldier of Light Level | Bonus HD | Deflection AC Bonus | Intelligence Increase | Special |
---|---|---|---|---|
4th–5th | +0 | +1 | +3 | Empathic link, improved evasion, share grace, share spells |
6th–7th | +2 | +2 | +4 | Share smite |
8th–9th | +4 | +3 | +5 | Command light elementals |
10th | +6 | +4 | +6 | Large, channel luminous burst |
Empyrean Companion Basics
Use the base statistics for a medium light elemental, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Bonus HD
Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the companion’s base attack and base save bonuses. A companion has a medium Base Attack Bonus and good Reflex and Will saves. The companion gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
In addition, when a companion gains enough HD, its size increases. See below for details on increasing the companion’s size.
Deflection AC Bonus
The number on the table is an improvement to the companion’s deflection bonus to AC. This bonus stacks with any deflection bonus gained from being a light elemental but not with a deflection bonus from any other source.
Intelligence Increase
Add this figure to the companion’s Intelligence score.
Empathic Link (Su)
The soldier of light has an empathic link with his companion out to a distance of up to 1 mile. The soldier of light cannot see through the companion’s eyes, but they can communicate empathically.
Note that even intelligent companions see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the soldier of light has the same connection to an item or place that his companion does, just as with a master and his familiar.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a companion takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Grace (Su)
While his companion is within 10 feet, the companion may add the soldier of light’s Charisma modifier to its saving throws.
Share Spells
At the soldier of light’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his companion.
The companion must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the companion if it moves farther than 5 feet away and will not affect the companion again even if it returns to the soldier of light before the duration expires. Additionally, the soldier of light may cast a spell with a target of “You” on his companion (as a touch range spell) instead of on himself. A soldier of light and his companion can share spells even if the spells normally do not affect creatures of the companion’s type.
Share Smite
On any round that the soldier of light makes a successful smite attack, his companion also gains the attack and damage bonuses from the smite attack on one flare attack that it makes that round.
The companion must be within 5 feet at the time of the smite attack and cannot move more than 10 feet away from the soldier of light without losing the benefit.
Command Light Elementals (Sp)
Once per day per soldier of light level of its master, a companion can use this ability to command any other normal light elemental, as long as the target creature has fewer Hit Dice than the companion. This ability functions like the command spell. If the check fails, the ability does not work that time, but it still counts against the companion’s daily uses. Each target may attempt a Will save (DC 10 + soldier of light’s level + soldier of light’s Cha modifier) to negate the effect.
Size Increase
When the empyrean companion has a total of 12 Hit Dice, its size increases to Large. It gains all the extra abilities of a larger light elemental. Do not recalculate its Hit Dice, skill points, BAB, or saves, as those are already included for the companion.
When the companion increases to Large size, it gains a +4 increase to its Dexterity and +2 to its Constitution and Intelligence. It also gains Damage Reduction 5/–. The damage dealt by its flare attack increases to 2d6+2.
Channel Luminous Burst (Ex)
When a soldier of light creates a luminous burst, he can choose to center it on his companion rather than on himself. If he does, the luminous burst does not gain the benefits of his radiant burst ability. His companion must be within 100 feet of the solider of light, and he must be able to see it.