Cipher Stars
2011-08-17, 10:50 PM
The Solstream
http://i591.photobucket.com/albums/ss360/lexal/DeaconBlood_Elf_by_GENZOMAN-1.jpg
Credits to Genzoman (http://genzoman.deviantart.com/art/Warcraft-Erindae-Firestrider-100850735) who is awesome.
Abilities: A Solstream's most important ability is charisma, as it determines her spellcasting, and all Solstreams just love to be the sexy one in any group. Wisdom isn't much use, but intelligence lends to skill points. Strength won't help much unless you take the Strength route of Sun's Gift later on, because otherwise you probably won't hit much with a weapon. Constitution and Dexterity will help you survive.
Organization: *shrug* Who pays attention to this anyway? Make up your own background for the Solstream in your game! Most, if anyone, who uses it will probably do just that anyway.
Alignment: Solstreams vary greatly in their alignments. Some take the light of the Sun to be of discipline and order, some take it to be chaotic and wild energy. Most Solstreams are not Evil, however but your just as likely to see a Solestream of the other six alignments.
Religion: Solstreams often worship gods of the Sun when they do worship. Some of them may do so for fear of loosing their power, or in thanks for the power. Otherwise they're free to believe whatever.
Background: Solstreams are born with they're power and it manifests in strange ways as they grow up. As such they could easily have backgrounds in which they were detested, and laughed at, or praised and admired.
Races: Any race can become a Solstream, however many Solestream come from Human or Fey races.
Other Classes: There is no specific way that the Solstream reacts with other classes. Their relations with others varies depending directly on the individual.
Role: The Solstream's role is that of a caster. Although the Solstream's spellcasting is limited, they make up for it with the inclusion of powerful At-Will abilities called Solar Songs; Invocations brought to life through the power of they're voice.
Hit Dice: d6
Starting Age: Simple
Starting Gold: 4d8x10
Class Skills
The Solstream's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha)
Skills Points at Each Level: 6 + Int
{table=head]{colsp=6}The Solstream |{colsp=6}Spells Known(*)/Per Day |{colsp=4}Solar Songs
Level | BAB | Fort | Reflex | Will | Special | 1st | 2nd | 3rd | 4th | 5th | 6th |Dim| Bright| Brighter | Brightest
1st | +0 | +0 | +0 | +2 | Solstream (1d4), Solar Protection 2/Sunlight, Familiar | 1 |{colsp=5} - | 1 |{colsp=3} -
2nd | +1 | +0 | +0 | +3 | Detect Outsiders, Detect Gold | 2* |{colsp=5} - | 1 |{colsp=3} -
3rd | +1 | +1 | +1 | +3 | Solstream (2d4), Solar Protection 3/Sunlight | 3 | 1 |{colsp=4} - | 2 |{colsp=3} -
4th | +2 | +1 | +1 | +4 | Solar Defense | 4 | 2* |{colsp=4} - | 2 |{colsp=3} -
5th | +2 | +1 | +1 | +4 | Solstream (3d4), Solar Protection 4/Sunlight, Improved Familiar | 5 | 3 | 1 |{colsp=3} - | 3 | 1 |{colsp=2} -
6th | +3 | +2 | +2 | +5 | Suns Gift | 5 | 4 | 2* |{colsp=3} - | 3 | 1 |{colsp=2} -
7th | +3 | +2 | +2 | +5 | Solstream (4d4) | 5 | 5 | 3 |{colsp=3} - | 3 | 2 |{colsp=2} -
8th | +4 | +2 | +2 | +6 | Lightmote, Solar Protection 5/Sunight | 5 | 5 | 4 | 1 |{colsp=2} - | 4 | 2 |{colsp=2} -
9th | +4 | +3 | +3 | +6 | Improved Solstream (5d6) | 5 | 5 | 5 | 2* |{colsp=2} - | 4 | 3 |{colsp=2} -
10th | +5 | +3 | +3 | +7 | Flashfire, Solar Protection 6/Sunlight | 5 | 5 | 5 | 3 | 1 | - | 4 | 3 | 1 | -
11th | +5 | +3 | +3 | +7 | Solstream (6d6) | 5 | 5 | 5 | 4 | 2* | - | 5 | 3 | 1 | -
12th | +6 | +4 | +4 | +8 | Eye of the Sun, Improved Familiar | 5 | 5 | 5 | 5 | 3 | - | 5 | 4 | 2 | -
13th | +6 | +4 | +4 | +8 | Solstream (7d6), Solar Protection 7/Sunlight | 5 | 5 | 5 | 5 | 4 | 1 | 5 | 4 | 2 | -
14th | +7 | +4 | +4 | +9 | Banishment | 5 | 5 | 5 | 5 | 5 | 2* | 5 | 4 | 3 | -
15th | +7 | +5 | +5 | +9 | Solstream (8d6), Solar Protection 8/sunlight | 5 | 5 | 5 | 5 | 5 | 3 | 5 | 5 | 3 | 1
16th | +8 | +5 | +5 | +10 | Brightshadow | 5 | 5 | 5 | 5 | 5 | 4 | 5 | 5 | 3 | 1
17th | +8 | +5 | +5 | +10 | Solstream (9d6) | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 2
18th | +9 | +6 | +6 | +11 | True Resurrection, Solar Protection 9/Sunlight | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 2
19th | +9 | +6 | +6 | +11 | Solstream (10d6) | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 3
20th | +10 | +6 | +6 | +12 | Solar Heart, Solar Protection 10/sunlight, Improved Familiar | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 3
[/table]
Weapons and Armor Proficiency: Solstreams are proficicent with Simple Weapons, No armor, No Shields.
Spellcasting:
The Solstream can cast spells as shown on the Table. Each "2*", 2nd, 4th, 6th, 11th, 14th, marks the end point in Spells Known progression while the chart keeps going to show Spells per Day.
Spells are taken from the Sorcerer and Wizard spell lists, However they can never learn a Summoning spell. Though they can still use summoning scrolls or similar magic items. In disregard for the table; the Solstream DOES gain 0 level spells, which are taken from the Cleric spell list and follow the same progression as the Solstream's 1st level spells, to the same cap at 5. Which represents her spells per day AND spells known.
She is a Spontaneous caster who uses her Charisma to determine casting. She can completely alter her choice of spells whenever she gains five levels.
Special: Solstream must prepare metamagic as a Prepared caster must. Choosing after they wake up where to allocate they're metamagic feats (if any) each morning in 10 minutes of meditation.
Solar Songs:
Solar Songs work exactly like Invocations, however they do not require Somatic Components. Instead, every Solar Song has a Verbal component. This verbal component is not set in stone, rather, its the Solstream's voice itself that activates the magic. A Solstream could walk up to you saying "Hey there, You, me, tonight?" suddenly under the effects of a Charisma boost or effecting them with a Charm. Verbal components must be recognizable as the Solstream's primary language. Solar Songs use charisma when applicable. When ever the Solstream gains a new Solar Song, She can also replace one previous Solar song of the same grade with another.
Thanks to Dragoon Wraith for the Invocation/Solar Song list.
1 Originally printed as a Warlock Invocation in Complete Arcane.
2 Originally printed as a Warlock Invocation in Complete Mage.
3 Originally printed as a Warlock Invocation in Dragon Magic.
4 Originally printed as a Dragonfire Adept Invocation in Dragon Magic.
N New Invocation/Solar Song described below.
Solar Sonatas
Solar Sonatas are like Invocations, but they work with your Solstream ability to change the way it works, and are "Passive" or always active.
When ever you would take a Solar Song, you can instead take a Solar Sonata.
Dim Solar Sonata's.
Dim Radiance: Your Solstream dazzles all within 5ft of the Line but yourself on a failed fortitude save the same as the Reflex save for a number of rounds equal to how they failed by to a maximum of 1/2levels.
Heat: Your Solstream deals an extra +1 Solar damage per die.
Energy Realignment: Choose Electric, OR fire for your Solstream. In return, Solstream's damage is d6's instead.
Starbreak: You can break up your Solstream form a line into a single ranged touch ray attack that deals 1d4 damage per 3 levels, an extra ray per 4 levels. No more then 3 Starbreak's can ever hit one individual target at a time.
Bright Solar Sonata's
Bright Radiance: Your Solstream blinds all within 5ft of the Line but yourself on a failed fortitude save the same as the Reflex save for a number of rounds equal to how they failed by to a maximum of 1/2levels. Taking this frees the slot used for Dim Radiance.
Sear: Your Solstream deals an additional +3 solar damage per die. Taking this frees the slot used for Heat. In addition, No matter what type it is, Solstream blocks regeneration and fast healing for 1 round as long as even 1 solar damage got through.
Solar Ring: Your Solstream can instead form a continuous 20ft burst around you dealing its normal damage to creatures in your aura on the failed reflex save, which lasts for 2+cha mod rounds or until you use more then your Basic Solstream.
River of Sol:Your line effect Solstream lingers in the air for one round starting from when you manifest it to the start of your next turn as a trail of light. If a creature steps into its 5ft line area it takes its normal damage, if a creature was already in the "River of Sol", it takes the damage if it moves into it further, but not if it moves out.
Brighter Solar Sonata's
Lake of Sol: Your River of Sol bleeds out from its location for 1d6 rounds. Starting from its 5ft wide xft long line effect, it expands 5ft on all sides each round. Each extra 5ft deals -1 less damage. Rolls of 1 have no effect, roll of 6 rolls again and add the result, no extra on a roll of 1.
Blaze Beam: You Solstream deals 1d8 damage, however the beam deals 6 of this as fire damage, and two as electric.
Distance Beam: Your Solstream's range is doubled (and now grows by +10's rather then 5's)
Plasmic Cutter Your Solstream deals 1d6 damage. 4 of this is Electric, 2 is fire. It ignores hardness and deals double damage to constructs or objects.
Brightest Solar Sonata's
Solar Ocean: As Lake of Sol, but the Solstream is instead a Cone at half the range and grows by 10ft a round.
Galactic Center: Your Solstream gathers in a ball 10ft in radius, All objects and creatures within 30ft must succeed on a Str check the same DC as the Reflex save was or be pulled 5ft closer to the center where they take the Solstream's damage as normal as well as 1d4 Pressure damage per two caster levels. Flying creatures are instead pulled 10ft closer on failed saves. The DC decreases by -1 for every 10ft farther from the Solstream it is. Creatures destroyed by Galactic Center leave no trace.
Combustion: Your Solstream is instead a simple Targeted attack, On a failed Fortitude same as the Reflex was, the target bursts into flame dying instantly. All creatures within a 20ft burst of the creature take 1d4 fire damage per caster level of the Solstream. This only effects living creatures, and no creature with a [fire] subtype. Creatures with Fire Resistance add the number to they're fortitude save, creatures with Fire Immunity are immune to this effect.
Hyperbeam: Your Solstream has no save. This is the base Solestream, variations thereof are not effected by Hyperbeam. (Such as Galactic Center, or Lake of Sol) Solar Sonata's that work with Hyperbeam are: Blaze Beam, Distance Beam, Plasmic Cutter, Sear, Bright Radiance, starbreak, Heat, energy realignment, and Dim Radiance.
Dim Solar Songs
All-Seeing Eyes2 - As Comprehend Languages on written material, plus bonus on Search and Spot checks.
Aquatic Adaptation4 - Breathe underwater; gain swim speed.
Arcane Knowledge4 (as Draconic Knowledge) - Gain bonus on Knowledge and Spellcraft checks.
Baleful Utterance1 - Speak a word and shatter objects as the Shatter spell.
Beguiling Influence1, 4 - Gain bonus on Bluff, Diplomacy, and Intimidate checks.
Body AugmentationN - Use Bear's Endurance, Bull's Strength, or Cat's Grace, as the spells.
Breath of the Night1, 4 - Create a fog cloud as the spell.
Call of the Beast2 - Speak with animals and influence their behavior.
Daylight1, 4 - Use Daylight as the spell.
Deafening Blast4 (as Deafening Roar) - Cone of sound deafens creatures.
Earthen Grasp1 - Use Earthen Grasp as the spell.
Ebon Eyes1 (as Devil's Sight) - See normally in darkness and magical darkness.
Elemental AnimationN - Use Animate Fire, Animate Water, or Animate Wood, as the spells.
Endure Exposure4 - Use Endure Elements as the spell; target gains immunity to your Solar Songs that deal damage of one energy type.
Entropic Warding1 - Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
Leaps and Bounds1 - Gain bonus on Balance, Jump, and Tumble checks.
Local TremorN - Use Local Tremor, as the spell.
LorecallN - Use Balancing Lorecall or Listening Lorecall, as the spells.
Lesser Elemental OrbN - Use Lesser Orb of Acid, Lesser Orb of Cold, Lesser Orb of Electricity, Lesser Orb of Fire or Lesser Orb of Sound, as the spells.
Magic CoatingN - Use Grease or Sticky Floor, as the spells.
Magic Insight4 - Detect magical auras; identify magic items.
Make Your Own Luck1 (as Dark One's Own Luck) - Gain a luck bonus on one type of saves.
Miasmic Cloud1 - Create a cloud of mist that grants concealment and fatigues those who enter.
Mind AugmentationN - Use Eagle's Splendor, Fox's Cunning, or Owl's Wisdom, as the spell.
Mystic MissileN - Use Magic Missile, as the spell, and be able to launch a single missile as an Immediate Action.
OmenN - Use Omen of Peril, as the spell, but without the need for a Focus.
Scalding Dust4 - Use Gust of Wind as the spell; creatures in area take Fire damage equal to your caster level.
Scorn EarthN - Glide above solid surfaces; become immune to caltrops, Grease, and other ground-based dangers, and fall slowly as Feather Fall.
See the Unseen1, 4 - Gain See Invisibility, as the spell, and darkvision.
Spiderwalk1 - Gain Spider Climb as the spell and you are immune to webs.
Summon Swarm1 - Use Summon Swarm, as the spell.
StormcloudN - Use Thunderhead, as the spell.
TranspositionN - Use Baleful Transposition, as the spell.
Wintry EmbraceN - Use Creeping Cold, as the spell, but without the need for a Focus.
Words of Power, DimN - Use Power Word: Fatigue, Power Word: Pain, or Power Word: Sicken, as the spells.
Bright Solar Songs
Charm1, 4 - Cause a single creature to regard you as a friend.
Curse1 (as Curse of Despair) - Curse one creature as the Bestow Curse spell, or hinder their attacks.
The Dead Walk1 - Create undead as the Animate Dead spell.
DefenestrationN - Use Defenestrating Sphere, as the spell.
Dread Seizure3 - Halve a target's movement, and give it a -5 penalty on attacks against those more than 5 ft. away.
Elemental OrbN - Use Orb of Acid, Orb of Cold, Orb of Electricity, Orb of Fire or Orb of Sound, as the spells.
Energy Resistance4 - Gain resistance 10 to acid, cold, electricity, fire, or sonic damage.
Enthralling Voice4 - Make nearby creatures fascinated.
Flight4 (as Draconic Flight) - Sprout wings and fly at good maneuverability; fly longer overland.
Falling DreamN - Use Illusory Pit, as the spell.
Flee the Scene1 - Use short-range Dimension Door as the spell, and leave behind a major image.
Frightful Presence4 - Make nearby creatures shaken.
Harkon's BladeN - Use Sword of Deception, as the spell.
Humanoid Shape4 - Take the form of any humanoid creature.
Ignore the Pyre3 - Gain resistance equal to your Caster Level to Acid, Cold, Electricity, Fire, or Sonic damage.
Make WayN - Use Forcewave, as the spell.
Relentless Dispelling2 - A targeted Dispel Magic, with additional targeted Dispel Magic the next turn.
Stony Grasp1 - Use Stony Grasp as the spell.
Voidsense1, 4 - Gain blindsense 30 feet.
Voracious Dispelling1, 4 - Use Dispel Magic as the spell, causing damage to creatures whose effects are dispelled.
Walk Unseen1, 4 - Use Invisibility (self only) as the spell.
Wall of Gloom1 - Use Wall of Gloom as the spell.
Witchwood Step2 - Walk on water and move through some obstacles unimpeded.
Weighty Utterance3 - Flying target falls 5 ft. per Caster Level; takes falling damage if it hits a surface.
Brighter Solar Songs
Arcane Hide1 (as Draconic Toughness) - Gain temporary hit points equal to your caster level.
Aura of Flame1 - Aura deals Fire damage to creatures that strike you.
Baleful Geas1 - A single creature becomes your servant, but slowly sickens and dies.
CallingN - Use Sending as the spell.
Caustic Mire2 - Acidic sludge slows progress, deals damage.
Chilling Fog1 - Create Solid Fog that deals Cold damage.
Chilling Tentacles4 - Use Black Tentacles as the spell, and deal extra Cold damage to creatures in the area.
Devour Magic4 - Use targeted Brighter Dispel Magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
Dragon Ward3 - Gain resistance to the attacks and special abilities of dragons.
Desert Mirage 4(Enervating Shadow refluff) - Gain total concealment in bright areas and impose a Strength penalty on adjacent living creatures.
FissureN - Create a temporary Wall of Stone, stagger and push aside those who are in its way.
GlaciationN - Freeze target so they cannot move.
Nightmares Made Real2 - Create illusory terrain that damages foes and allows you to hide.
Painful Slumber of Ages2 - Creature falls asleep, takes damage when awakened.
Pulse of Terror1 (as Terrifying Roar) - Use Fear as the spell; creatures shaken by the effect cannot attack you.
Tenacious Plague4 - Use Insect Plague as the spell, but the summoned locust swarm deals damage as a magic weapon.
Wall of Perilous Flame4 - Create a Wall of Fire as the spell, but half the damage from the wall results from supernatural power.
Windstorm1 (as Wingstorm) - Create powerful gusts of wind.
Words of Power, BrighterN - Use Power Word: Disable, Power Word: Distract, or Power Word: Nauseate, as the spells.
Brightest Solar Songs
Brewing StormN - Allies within cloud gain 1 AC per round, enemies within cloud lose 1 AC per round.
Discorporation4 (as Dark Discorporation) - Gain many benefits of the Swarm subtype.
Energy Immunity1 - Gain or grant immunity to Acid, Cold, Electricity, Fire, or Sonic damage.
Flight, Brighter4 (as Brighter Draconic Flight) - Fly at perfect maneuverability; gain overland speed.
Impenetrable Barrier3 - Use Wall of Force, as the spell, but it is perfectly black and blocks line of sight.
Instill Vulnerability1 - Remove resistances and immunities.
Polyscient1 (as Dark Foresight) - Use Foresight as the spell, and communicate telepathically with a close target of the effect.
Master of PhysicsN - Use Telekinetic Sphere, as the spell.
MeteoN - Use Meteor Swarm, as the spell.
Path of Shadow1 - Use Shadow Walk as the spell and speed up natural healing.
Perilous Veil1 - Use Veil as the spell; anyone succeeding on the Will save to negate the illusion takes damage.
Retributive Invisibility1 - Use Greater Invisibility as the spell (self only) that deals damage in a burst if dispelled.
Spellcaster's BaneN - You may attempt to counterspell an opponent as an Immediate Action, as if casting Greater Dispel Magic.
Steal Summoning2 - Take control of another caster's summoned monster.
Word of Changing1 - Use Baleful Polymorph as the spell, but the effect could become permanent.
Words of Power, BrightestN - Use Power Word: Kill, Power Word: Petrify, or Power Word: Stun, as the spells.
Void MagicN - Use Antimagic Field at range, but only as long as you concentrate.
Starswarm :N - Summon the Stars themselves to aid you.
Ray of Kolbos: :N - Summon the might of the havens.
New Dim Solar Songs
(Ignore all Solar Songs that are not listed above, just use as a reference if you want an Solar Song marked with "N")
Body Augmentation
Dim; 2nd
AAAAYou can use Bear's EndurancePHB, Bull's StrengthPHB, and Cat's GracePHB, as the spells. Only one may be active at a time; using another, even on a different target, causes the previous effect to be removed. Lasts for 24 hours, during which you can switch active enhancement. If used on another creature it lasts for one hour (and of course, they cannot switch to a different Body Augment).
Elemental Animation
Dim; 2nd
AAAAYou can use Animate FireSC, Animate WaterSC, and Animate WoodSC, as the spells.
Local Tremor
Dim; 2nd
AAAAYou can use Local TremorRotD, as the spell.
Lorecall
Dim; 1st
AAAAYou can use Balancing LorecallSC, and Listening LorecallSC, as the spells. Only one of these may be active on your person at a time; using it again replaces any previous uses. Lasts 24 hours.
Magic Coating
Dim; 1st
AAAAYou can use GreasePHB and Sticky FloorRotD, as the spells.
Mind Augmentation
Dim; 2nd
AAAAYou can use Eagle's SplendorPHB, Fox's CunningPHB, and Owl's WisdomPHB, as the spells. Only one may be active at a time; using another, even on a different target, causes the previous effect to be removed. Lasts for 24 hours, during which you can switch active enhancement. If used on another creature it lasts for one hour (and of course, they cannot switch to a different Body Augment).
Mystic Missile
Dim; 1st
AAAAYou can use Magic MissilePHB, as the spell. Additionally, you may fire a single missile, as from the spell, as an Immediate Action.
Lesser Elemental Orb
Dim; 1st
AAAAYou can use Lesser Orb of AcidSC, Lesser Orb of ColdSC, Lesser Orb of ElectricitySC, Lesser Orb of FireSC, and Lesser Orb of SoundSC, as the spells.
Omen
Dim; 2nd
AAAAYou can use Omen of PerilSC, as the spell, but you do not require any Focus with the Solar Song.
Scorn Earth
Dim; 2nd
AAAAYou can float a foot above the ground. Instead of walking, you glide along, unconcerned with the hard earth or difficult terrain. While you remain within 1 foot of a flat surface of any solid or liquid, you can take normal actions and make normal attacks, and can move at her normal speed (you can even “run” at four times your normal speed or "jump" from your position 1 foot above a surface). However, you have no ability to maintain any altitude Brighter than 1 foot due to this Solar Song. You are also considered to be under the effects of Feather FallPHB, as the spell. In addition, you get +5 to Move Silently, +2 to jump and can always take 10 on Move Silently checks. Lasts 24 hours.
Stormcloud
Dim; 2nd
AAAAYou can use ThunderheadSC, as the spell. Casting this Solar Song twice on the same target doubles the duration, and continued casting continues to multiply the duration as normal for multiplier addition rules (i.e. double, then triple, then quadruple, etc.).
Transposition
Dim; 2nd
AAAAYou can use Baleful TranspositionSC, as the spell.
Wintry Embrace
Dim; 2nd
AAAAYou can use Creeping Cold, as the spell, but without any need for any focus.
Words of Power, Dim
Dim; 3rd
AAAAYou can use Power Word: FatigueRotD, Power Word: PainRotD, and Power Word: SickenRotD, as the spells.
New Bright Solar Songs
Defenestration
Bright; 4th
AAAAYou can use Defenestrating SphereSC, as the spell.
Elemental Orb
Bright; 4th
AAAAYou can use Orb of AcidSC, Orb of ColdSC, Orb of ElectricitySC, Orb of FireSC, and Orb of SoundSC, as the spells.
Harkon's Blade
Bright; 4th
AAAAYou can use Sword of DeceptionSC, as the spell. You may only have one sword at a time; casting this Solar Song while a sword still exists eliminates that sword in favor of the new one. Sword lasts 24 hours.
Make Way
Bright; 4th
AAAAYou can use ForcewaveSC, as the spell.
Words of Power, Bright
Bright; 4th
AAAAYou can use Power Word: DeafenRotD, Power Word: MaladroitRotD, and Power Word: WeakenRotD, as the spells.
New Brighter Solar Songs
Calling
Brighter; 5th
AAAAYou can use Sending, as the spell.
Falling Dream
Brighter; 6th
AAAAYou can use Illusory PitSC, as the spell, but it lasts only as long as you concentrate.
Fissure
Brighter; 5th
AAAAYou can create a 5 foot wide stone wall up to 10 feet high along a 60 foot line starting from your position. All creatures within the line take 1d6 bludgeoning/piercing damage per 2 levels (maximum 8d6 damage at 16th), are moved to the nearest square on the side of the wall of your choice, and are staggered, unless they make a Reflex save, which halves the damage, allows them to choose which side of the wall they wish to be on, and prevents the staggering. Squares adjacent to the wall are difficult terrain, and the wall lasts for 1 round plus 1 round per 5 levels.
Glaciation
Brighter; 6th
AAAAYou can freeze a target solid for one round, such that they can take only mental actions, unless they make a Will save. A frozen target takes 1d6 Cold damage per 2 levels (maximum 8d6 at 16th); any target who takes no Cold damage due to resistance or immunity to Cold damage is also immune to being frozen. A target who was frozen is slowed, as by the spell SlowPHB, for two rounds after thawing out.
Words of Power, Brighter
Brighter; 6th
AAAAYou can use Power Word: DisableRotD, Power Word: DistractRotD, and Power Word: NauseateRotD, as the spells.
New Brightest Solar Songs
Brewing Storm
Brightest; 8th
AAAAThis Solar Song creates an ephemeral cloud at a Range of Medium (100 feet + 10 feet per caster level), and the cloud immediately spreads in a radius equal to Close range (25 feet + 5 feet per 2 caster levels). The cloud itself is short-lived - it is gone moments after casting, having no effect on the sight or movement of those within it. Those who were within it when cast, however, gain some of the cloud clinging to to their bodies, and this cloud effects them for one round per level.
AAAAEach round, every creature that was within the cloud at the time it was cast either gains a +1 bonus to AC, or takes a -1 penalty to AC, chosen by you when you cast it. Any creature who does not want to accept these changes is entitled to a Will save each round to prevent that round's changes, though the DC for this save goes up by 1 for every consecutive save the creature has made previously; failing the save resets the DC to its usual value for the next round.
AAAANo creature can be reduced below 10 AC, or below 10 touch AC or 10 AC when flat-footed (though a creature with 10 touch AC or 10 flat-footed AC continues to take penalties to its AC for other situations until all three values are 10). By the same token, this effect can no more than double a creature's AC; once this effect has added as much AC as the creature had without it, it simply maintains that much AC until it wears off.
Master of Physics
Brightest; 8th
AAAAYou can use Telekinetic Sphere, as the spell, except that you must always be within the sphere, and the sphere can only move you with respect to other objects within the sphere. Effectively, it needs to be touching something solid in order to maintain its height, and will otherwise fall, so it can only lift you into the air a distance equal to its own diameter. It can, however, move upwards with you if you have other means of flight, in which case it can move relative to you and more things with respect to you; you are, essentially, the solid surface against which everything else is being moved.
Meteo/Comet
Brightest; 9th
AAAAYou can use a power similar to Meteor swarm. From high above, a circle of glowing runes appear, And from them opens a passage to the Void, calling forth a cosmic body: A Meteor. The Meteor falls, but due to being called in within the atmosphere, not to mention not incredibly high up nor that big, it doesn't destroy all within miles. Rather: The Meteor falls towards your target dealing 10d4 fire damage and 10d4 bludgeoning damage in a 30ft burst on impact. Small or smaller creatures need to make a fortitude save or die via crushed-to-death DC= 19+Cha mod. (10+effective spell level+Cha mod)
Reflex save (Vs same as the fortitude above) halves damage and negates crushing effect.
Comet is exactly the same, however it consists of Cold damage rather then Fire.
Starswarm
Brightest; 9th
AAAAYou conjure a swirling mass of spherical stars about an inch in diameter. Each "Star" deals 1d4 fire and electric damage, there are up to 60 Stars at once (chosen at time of summoning), The stars act on the caster's will and can work similar to hive-minded semi-intelligent entities. You can use them to create walls, each star taking a 1foot square. Together the glare is enough to severely hinder sight through the wall, creating Total Concealment to most creatures and Partial concealment to creatures immune to Blinding. You can expend the stars to have them impact a creature, in which case the star dies as its energy diffuses into the body of the target dealing the 1d4 electric fire or "Solar" damage. No more then 25 stars can be expended in one round through your will, however, Stars that die out due to someone trying to pass through them do not count towards this limit. Unlike other invocations, Starswarm can only be used to a total of 300 stars a day.
Ray of Kolbos
rightest; 9th
AAAAA bright, almost solid mass of light falls from the sky in a destructive 40ft in diamiter, and 1,000 feet high.. The ray stems entirely from semi divine and arcane power, and is not subject to resistances or immunities. The ray deals 20d6 damage, anything killed or destroyed by the ray leaves behind nothing but fine dust.
Unlike other Invocations, Ray of Kolbos can only be used a number of times per day equal to your Charisma Modifier.
Spellcaster's Bane
Brightest; 7th
AAAAYou may attempt to counterspell a spellcaster as an Immediate Action, as if you had cast Brighter Dispel Magic. The spellcaster gains a +2 bonus on his opposed Caster Level check for every consecutive round you have successfully counterspelled him; this bonus reverts to +0 if you fail to counterspell him (either because you did not try or because he succeeded on the check).
Words of Power, Brightest
Brightest; 9th
AAAAYou can use Power Word: KillPHB, Power Word: PetrifyRotD, and Power Word: StunPHB, as the spells.
Void Magic
Brightest; 9th
AAAAYou can use Antimagic Field, but with a Range of Close (25 ft. + 5 ft. per two caster levels), and with a Duration of Concentration.
Solstream: The Solstream is named after its signature ability, Solstream. The Solstream can, at will as a standard action, release a flooding ray of plasmic heat in a Line effect with a base range of 60ft +5ft per two levels on a Reflex save (DC= 10+1/2class levels+Charisma modifier) for every two levels of the Solstream class the Solstream possesses, dealing both Electric and Fire damage. Creatures vulnerable to either take damage as if both energies were the one it is weak against, Creatures vulnerable to both are effected twice over for it. However, a Creature needs to be Immune or Resistant to both energies to have any impediment on it. If a creature has both Electric and Fire resistances, The Solstream pays attention to the lowest of the two.
The Solstream may also emit bright light within 30ft of her, suppressible or reactivate-able as a free action. This light has no special effect such as blinding and despite the Solar origin it does not count as daylight to creatures such as Vampires.
Improved Solstream:
The solstream's damage increases to d6's at 10th level.
Solar Protection: The Solstream gains the listed number as Energy Resistance to both Electric and Fire damage.
The Solstream also gains a Fast Healing effect that takes effect when ever Sunlight touches the Solstream's body. If the Solstream is Heavily Clothed (Like say in Winter Gear), its a particularly cloudy day(say 75% sky is cloudy), or at night. This Solar Protection is halved (assuming there is any visible part of her skin.) If there is no visible part of her skin there is no Solar Protection. If its both very cloudy and night, the Solstream is probably gonna have to find somewhere private with a roof-top view to get any benefit at all, even then under these conditions Solar Protection is down to 1/4th.
However,Solar Protection is doubled when ever she is sparsely clothed (Say, at least 75% skin shown) and its daytime, or if is exceptionally bright out (Desert sun, plane of... sun-ness, Heat wave weather ect) and moderately clothed (50%)
Edit: I confused myself going back and reading this. So here's the whats-what. If it conflicts with anything above, this supersedes it.
Situation | Mod | Situation | Mod | Situation | Mod
Bright Day | x2 | Indoors- No window | -4 | Great Cold | -3
Normal Day | x1 | Starless Night | -6 | Winter Weather | -4
Dim Day | -2 | Starry Night | -4 | Underground (10ft+)* | -8
No Clothes | x3 | Solar Flare | +1 | Iced/Frozen | -40
Sparse clothes | x2 | Comet | x5 | Ongoing Cold damage | -6
Half-Clothed | x1.5 | Near a Volcano* | x3 | Ongoing Fire damage | x1.5/5 base damage
Mostly Clothed | x1 | Great Fire | x1.5 | Wet | -1
Covered | -3 | Solar Eclipse | -60 | Soaked | -5
Indoors | -2 | Near Ocean | -3 | Underwater (5ft-40ft) | -40
*When underground in a volcanic environment, Underground Penalties do not apply, but Volcanic benefits do.
All effects stack. Largest benefit however is a total of x4 +1 every 2 levels for x14 at level 20. Minimum Solar Protection is 0.
Familiar:
The Solstream gains a Familiar as a Sorcerer.
However, she can instead bind an Animal Companion or similar class granted companion to the same rules.
5th: Your familiar combusts, shedding its weak body to become a Small Fire Elemental. It can compress its body and resume appearing as its previous form as a full round action.
12: Your familiar grows, it becomes a Medium Fire Elemental. As above, it can still appear as its non-elemental form.
20: Your familiar again grows, becoming a Large Fire Elemental. As above, it can still appear as its non-elemental form.
Detect Outsiders and Gold: Gold... We all love it, and for centuries its believed to have a deep connection with the Sun, sharing many beliefs with one another. Likewise, Outsiders are often associated with the Sun among other things, and both are cosmic entities. Through her connection with the sun, the Solstream is always aware of any gold or Outsiders within 10ft. She can concentrate for:
one round to double the range, and detect how many gold items or how many Outsiders are within 10ft,
two rounds to double the range again, detect how many gold items or how many outsiders are within 20ft, and Approximate worth of the gold within 10ft or the estimated power of an Outsider within 10ft.
three rounds to double the range again, detect how many gold items or how many outsiders are within 40ft, Approximate worth of the gold within 20ft or the estimated power of an outsider within 20ft, and the HD and Hit points of an outsider within 10ft.
Solar Defense (Su): The Solstream can project her Solstream ability into a defensive wall. This acts like Wall of Fire as the spell, accept it produces no heat on either side, instead one side does not allow light to pass one way (Granting total concealment to the creatures on one side of the wall) and deals 2d6 Electric and Fire damage to anyone who tries to pass through for every three class levels the Solstream has.
Sun's Gift (Ex): Solstreams are aspects of the sun itself. Life, Vitality... The Solstream at this level connects deeper with the Sun's energy. She gains her choice of:
+10ft to all movement speeds the character possesses or will possess, +2 initiative, +2 charisma, tapping into the wild and passionate aspect of the sun.
+5hp per level, +2 to your Solar Protection, +2 constitution, tapping into the health and vitality aspect of the sun.
Attack bonus raises to 3/4ths, +2 strength, tapping into the power and forceful aspect of the sun.
These ability bonuses are untyped.
These bonuses come again at 12th (Strength's attack bonus becomes 3/4ths + Insight bonus = +1 per 4 class levels) and 18th levels (Strength gets Full bab) However at each repeating level (12th and 18th) the Ability bonus is only 1.
Lightmote (Su): The Solstream can convert her body into a mass of plasmic energy. She effectively becomes Incorporeal. You deal 1d4/3 levels damage to anyone who touches you or to any object that touches you. In return for that you also take damage when ever subject to a Darkness spell or Deeper Darkness spell as if you took 1d4 untyped damage per caster level of the Darkness user.
This is usable Cha mod times per day as an Immediate action, for Class Levels = minutes.
Due to the nature of this incorporeal form (that is, you bleed through instead of simply passing through) ; each inch of thickness reduces your speed by 5ft. if this causes you to hit 0ft, you are shunted out to the closest side taking 1d4 damage per inch you traveled that cannot be negated in any way. Speed returns when you are no longer in the object.
Flashfire (Su): You can channel your Solstream ability into a 30ft burst, or have it cause a 15ft burst on impact. This deals normal damage for your Solstream ability, However your Solstream is no longer affected by Energy Resistance.
Eye of the Sun (Ex): They say the Sun sees the Truth of all, you gain the effects of True Sight at all times. Suppressible or reactivate-able as a free action, However this does not function as normal. Whenever it would pin someone for something for an illusion or transmutation and the like, it instead paints the person or object with an aura of light that the Solstream can read enough to get what spell or effect the subject is under, but not what is actually there or what is behind an illusion.
In addition, the Solstream is unaffected by darkness, magical or otherwise.
Banishment (Sp): Gain Banishment, as the spell. Usable a number of times per day equal to 1/2 your class levels. Your caster level for this is, naturally, your own class levels. You know, being a caster and all. This is a Spell-Like ability.
Brightshadow (Su): As Lightmote, but you instead become Ethereal, and can walk through walls and the like as normal for an Ethereal creature, You are also no longer effected by Darkness spells and do not generate heat. You can choose if you wish to become Lightmote or Brightshadow. You also gain +4 uses of Lightmote (From which this ability takes its uses as well)
True Resurrection (Sp): You can channel your Solstream ability into the suns life giving energies, your Solstream ability can now manifest as Positive energy. (AKA: It heals instead of damages living creatures, and deals extra (d8's rather then d4's) to Undead or creatures weak against Positive energy.). In addition: Once a day, you can use True Resurrection as the spell.
Solar Heart (Ex): You take on the flame of the sun in the very core of your being. You can choose to:
Take on the Dragon type, dragons are creatures closely associated with the magic of the sun. Your Solar Protection also provides the same number as Deflection bonus to AC, This Deflection bonus scales just like the Solar Protection does (AKA: It doubles if your in nothing but your underwear, Halved if your in heavy clothing, and nonexistant if no sunlight touches you)
Take on the Outsider (Native) type, becoming graceful and otherworldly- Your base Solar Protection ability is now doubled (at this level it would be 10, which is deceptive as this separate ability boosts it to 20.
Epic Solstream:
An epic Solstream, unlike most classes, continues progressing in magical capability.
{table=head]{colsp=6}Table: The Epic Solstream
Level | Special | 7 | 8 | 9 | Brightest
21 | Uncapped | 1 |{colsp=2} - | 3
22 | | 2* |{colsp=2} - | 4
23 | | 3 | 1 | - | 4
24 | | 4 | 2* | - |4
25 | | 5 | 3 | 1 | 5
26 | | 5 | 4 | 2* | 5
27 | | 5 | 5 | 3 | 5
28 | Improved Familiar | 5 | 5 | 4 | 5
[/table]
{table=head]{colsp=11} Other levels
Level | Special | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
29 | Potential Attained | 9 | 8 | 7 | 6 | 5 | 5 | 5 | 5 | 5
30 | | 13 | 12 | 11 | 10 | 6 | 5 | 5 | 5 | 5
36 | Improved Familiar | 29 | 23 | 17 | 11 | 8 | 6 | 5 | 5 | 5
44 | Improved Familiar | 61 | 47 | 33 | 18 | 12 | 8 | 6 | 5 | 5
70 | Improved Familiar | 165 | 125 | 85 | 45 | 25 | 15 | 10 | 7 | 6
[/table]
Uncapped:
The Solstream has not yet reached the potential she has inside her, Attaining 21st level unlocks that potential. She continues gaining spellcasting and Solar Songs, As well as her Solstream ability, which improves at this level to be 11d6.
growing at 23, 25. 27. 29. 31. 33. 35. 37. 39. and so on.
Improved Familiar:
The familiar continues to grow. At 28th level, the familiar becomes a Huge fire elemental.
36: The familiar becomes a Greater fire Elemental.
44: The familiar becomes an Elder Fire Elemental.
14070: The familiar becomes a Primal fire Elemental.
Potential Attained:
The Solstream reaches her maximum spell capability. Or has she? A Solstream does not believe in dead ends, The Void is limitless, full of a conflict of Light and Darkness, there is no room for limits. Previously she could only reach up to 5 spells per day. She now continues to increase these. For every two levels, she gains 4 1st level spells per day, three 2nd level spells per day, two 3st level spells per day, one 4th level spell per day. Every two 4th level spells gained, they gain 1 5th level spell per day. Every 2 5ths = 1 6th. every 2 6ths = 1 7th, every 2 7ths = 18th. every 2 8ths = 1 9th.
She may never sacrifice any amount of lower level spells for any purpose other then to cast a spell of the appropriate level no matter what other class features she attains from other classes, to a number greater then 5 per day, per level.
These pre-epic spell levels do not change or alter the progression of post 9nth level spell levels, which grow normally as per the epic rules (by gaining your 9nth level spell at 25th you qualify for epic spells)
http://i591.photobucket.com/albums/ss360/lexal/DeaconBlood_Elf_by_GENZOMAN-1.jpg
Credits to Genzoman (http://genzoman.deviantart.com/art/Warcraft-Erindae-Firestrider-100850735) who is awesome.
Abilities: A Solstream's most important ability is charisma, as it determines her spellcasting, and all Solstreams just love to be the sexy one in any group. Wisdom isn't much use, but intelligence lends to skill points. Strength won't help much unless you take the Strength route of Sun's Gift later on, because otherwise you probably won't hit much with a weapon. Constitution and Dexterity will help you survive.
Organization: *shrug* Who pays attention to this anyway? Make up your own background for the Solstream in your game! Most, if anyone, who uses it will probably do just that anyway.
Alignment: Solstreams vary greatly in their alignments. Some take the light of the Sun to be of discipline and order, some take it to be chaotic and wild energy. Most Solstreams are not Evil, however but your just as likely to see a Solestream of the other six alignments.
Religion: Solstreams often worship gods of the Sun when they do worship. Some of them may do so for fear of loosing their power, or in thanks for the power. Otherwise they're free to believe whatever.
Background: Solstreams are born with they're power and it manifests in strange ways as they grow up. As such they could easily have backgrounds in which they were detested, and laughed at, or praised and admired.
Races: Any race can become a Solstream, however many Solestream come from Human or Fey races.
Other Classes: There is no specific way that the Solstream reacts with other classes. Their relations with others varies depending directly on the individual.
Role: The Solstream's role is that of a caster. Although the Solstream's spellcasting is limited, they make up for it with the inclusion of powerful At-Will abilities called Solar Songs; Invocations brought to life through the power of they're voice.
Hit Dice: d6
Starting Age: Simple
Starting Gold: 4d8x10
Class Skills
The Solstream's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha)
Skills Points at Each Level: 6 + Int
{table=head]{colsp=6}The Solstream |{colsp=6}Spells Known(*)/Per Day |{colsp=4}Solar Songs
Level | BAB | Fort | Reflex | Will | Special | 1st | 2nd | 3rd | 4th | 5th | 6th |Dim| Bright| Brighter | Brightest
1st | +0 | +0 | +0 | +2 | Solstream (1d4), Solar Protection 2/Sunlight, Familiar | 1 |{colsp=5} - | 1 |{colsp=3} -
2nd | +1 | +0 | +0 | +3 | Detect Outsiders, Detect Gold | 2* |{colsp=5} - | 1 |{colsp=3} -
3rd | +1 | +1 | +1 | +3 | Solstream (2d4), Solar Protection 3/Sunlight | 3 | 1 |{colsp=4} - | 2 |{colsp=3} -
4th | +2 | +1 | +1 | +4 | Solar Defense | 4 | 2* |{colsp=4} - | 2 |{colsp=3} -
5th | +2 | +1 | +1 | +4 | Solstream (3d4), Solar Protection 4/Sunlight, Improved Familiar | 5 | 3 | 1 |{colsp=3} - | 3 | 1 |{colsp=2} -
6th | +3 | +2 | +2 | +5 | Suns Gift | 5 | 4 | 2* |{colsp=3} - | 3 | 1 |{colsp=2} -
7th | +3 | +2 | +2 | +5 | Solstream (4d4) | 5 | 5 | 3 |{colsp=3} - | 3 | 2 |{colsp=2} -
8th | +4 | +2 | +2 | +6 | Lightmote, Solar Protection 5/Sunight | 5 | 5 | 4 | 1 |{colsp=2} - | 4 | 2 |{colsp=2} -
9th | +4 | +3 | +3 | +6 | Improved Solstream (5d6) | 5 | 5 | 5 | 2* |{colsp=2} - | 4 | 3 |{colsp=2} -
10th | +5 | +3 | +3 | +7 | Flashfire, Solar Protection 6/Sunlight | 5 | 5 | 5 | 3 | 1 | - | 4 | 3 | 1 | -
11th | +5 | +3 | +3 | +7 | Solstream (6d6) | 5 | 5 | 5 | 4 | 2* | - | 5 | 3 | 1 | -
12th | +6 | +4 | +4 | +8 | Eye of the Sun, Improved Familiar | 5 | 5 | 5 | 5 | 3 | - | 5 | 4 | 2 | -
13th | +6 | +4 | +4 | +8 | Solstream (7d6), Solar Protection 7/Sunlight | 5 | 5 | 5 | 5 | 4 | 1 | 5 | 4 | 2 | -
14th | +7 | +4 | +4 | +9 | Banishment | 5 | 5 | 5 | 5 | 5 | 2* | 5 | 4 | 3 | -
15th | +7 | +5 | +5 | +9 | Solstream (8d6), Solar Protection 8/sunlight | 5 | 5 | 5 | 5 | 5 | 3 | 5 | 5 | 3 | 1
16th | +8 | +5 | +5 | +10 | Brightshadow | 5 | 5 | 5 | 5 | 5 | 4 | 5 | 5 | 3 | 1
17th | +8 | +5 | +5 | +10 | Solstream (9d6) | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 2
18th | +9 | +6 | +6 | +11 | True Resurrection, Solar Protection 9/Sunlight | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 2
19th | +9 | +6 | +6 | +11 | Solstream (10d6) | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 3
20th | +10 | +6 | +6 | +12 | Solar Heart, Solar Protection 10/sunlight, Improved Familiar | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 3
[/table]
Weapons and Armor Proficiency: Solstreams are proficicent with Simple Weapons, No armor, No Shields.
Spellcasting:
The Solstream can cast spells as shown on the Table. Each "2*", 2nd, 4th, 6th, 11th, 14th, marks the end point in Spells Known progression while the chart keeps going to show Spells per Day.
Spells are taken from the Sorcerer and Wizard spell lists, However they can never learn a Summoning spell. Though they can still use summoning scrolls or similar magic items. In disregard for the table; the Solstream DOES gain 0 level spells, which are taken from the Cleric spell list and follow the same progression as the Solstream's 1st level spells, to the same cap at 5. Which represents her spells per day AND spells known.
She is a Spontaneous caster who uses her Charisma to determine casting. She can completely alter her choice of spells whenever she gains five levels.
Special: Solstream must prepare metamagic as a Prepared caster must. Choosing after they wake up where to allocate they're metamagic feats (if any) each morning in 10 minutes of meditation.
Solar Songs:
Solar Songs work exactly like Invocations, however they do not require Somatic Components. Instead, every Solar Song has a Verbal component. This verbal component is not set in stone, rather, its the Solstream's voice itself that activates the magic. A Solstream could walk up to you saying "Hey there, You, me, tonight?" suddenly under the effects of a Charisma boost or effecting them with a Charm. Verbal components must be recognizable as the Solstream's primary language. Solar Songs use charisma when applicable. When ever the Solstream gains a new Solar Song, She can also replace one previous Solar song of the same grade with another.
Thanks to Dragoon Wraith for the Invocation/Solar Song list.
1 Originally printed as a Warlock Invocation in Complete Arcane.
2 Originally printed as a Warlock Invocation in Complete Mage.
3 Originally printed as a Warlock Invocation in Dragon Magic.
4 Originally printed as a Dragonfire Adept Invocation in Dragon Magic.
N New Invocation/Solar Song described below.
Solar Sonatas
Solar Sonatas are like Invocations, but they work with your Solstream ability to change the way it works, and are "Passive" or always active.
When ever you would take a Solar Song, you can instead take a Solar Sonata.
Dim Solar Sonata's.
Dim Radiance: Your Solstream dazzles all within 5ft of the Line but yourself on a failed fortitude save the same as the Reflex save for a number of rounds equal to how they failed by to a maximum of 1/2levels.
Heat: Your Solstream deals an extra +1 Solar damage per die.
Energy Realignment: Choose Electric, OR fire for your Solstream. In return, Solstream's damage is d6's instead.
Starbreak: You can break up your Solstream form a line into a single ranged touch ray attack that deals 1d4 damage per 3 levels, an extra ray per 4 levels. No more then 3 Starbreak's can ever hit one individual target at a time.
Bright Solar Sonata's
Bright Radiance: Your Solstream blinds all within 5ft of the Line but yourself on a failed fortitude save the same as the Reflex save for a number of rounds equal to how they failed by to a maximum of 1/2levels. Taking this frees the slot used for Dim Radiance.
Sear: Your Solstream deals an additional +3 solar damage per die. Taking this frees the slot used for Heat. In addition, No matter what type it is, Solstream blocks regeneration and fast healing for 1 round as long as even 1 solar damage got through.
Solar Ring: Your Solstream can instead form a continuous 20ft burst around you dealing its normal damage to creatures in your aura on the failed reflex save, which lasts for 2+cha mod rounds or until you use more then your Basic Solstream.
River of Sol:Your line effect Solstream lingers in the air for one round starting from when you manifest it to the start of your next turn as a trail of light. If a creature steps into its 5ft line area it takes its normal damage, if a creature was already in the "River of Sol", it takes the damage if it moves into it further, but not if it moves out.
Brighter Solar Sonata's
Lake of Sol: Your River of Sol bleeds out from its location for 1d6 rounds. Starting from its 5ft wide xft long line effect, it expands 5ft on all sides each round. Each extra 5ft deals -1 less damage. Rolls of 1 have no effect, roll of 6 rolls again and add the result, no extra on a roll of 1.
Blaze Beam: You Solstream deals 1d8 damage, however the beam deals 6 of this as fire damage, and two as electric.
Distance Beam: Your Solstream's range is doubled (and now grows by +10's rather then 5's)
Plasmic Cutter Your Solstream deals 1d6 damage. 4 of this is Electric, 2 is fire. It ignores hardness and deals double damage to constructs or objects.
Brightest Solar Sonata's
Solar Ocean: As Lake of Sol, but the Solstream is instead a Cone at half the range and grows by 10ft a round.
Galactic Center: Your Solstream gathers in a ball 10ft in radius, All objects and creatures within 30ft must succeed on a Str check the same DC as the Reflex save was or be pulled 5ft closer to the center where they take the Solstream's damage as normal as well as 1d4 Pressure damage per two caster levels. Flying creatures are instead pulled 10ft closer on failed saves. The DC decreases by -1 for every 10ft farther from the Solstream it is. Creatures destroyed by Galactic Center leave no trace.
Combustion: Your Solstream is instead a simple Targeted attack, On a failed Fortitude same as the Reflex was, the target bursts into flame dying instantly. All creatures within a 20ft burst of the creature take 1d4 fire damage per caster level of the Solstream. This only effects living creatures, and no creature with a [fire] subtype. Creatures with Fire Resistance add the number to they're fortitude save, creatures with Fire Immunity are immune to this effect.
Hyperbeam: Your Solstream has no save. This is the base Solestream, variations thereof are not effected by Hyperbeam. (Such as Galactic Center, or Lake of Sol) Solar Sonata's that work with Hyperbeam are: Blaze Beam, Distance Beam, Plasmic Cutter, Sear, Bright Radiance, starbreak, Heat, energy realignment, and Dim Radiance.
Dim Solar Songs
All-Seeing Eyes2 - As Comprehend Languages on written material, plus bonus on Search and Spot checks.
Aquatic Adaptation4 - Breathe underwater; gain swim speed.
Arcane Knowledge4 (as Draconic Knowledge) - Gain bonus on Knowledge and Spellcraft checks.
Baleful Utterance1 - Speak a word and shatter objects as the Shatter spell.
Beguiling Influence1, 4 - Gain bonus on Bluff, Diplomacy, and Intimidate checks.
Body AugmentationN - Use Bear's Endurance, Bull's Strength, or Cat's Grace, as the spells.
Breath of the Night1, 4 - Create a fog cloud as the spell.
Call of the Beast2 - Speak with animals and influence their behavior.
Daylight1, 4 - Use Daylight as the spell.
Deafening Blast4 (as Deafening Roar) - Cone of sound deafens creatures.
Earthen Grasp1 - Use Earthen Grasp as the spell.
Ebon Eyes1 (as Devil's Sight) - See normally in darkness and magical darkness.
Elemental AnimationN - Use Animate Fire, Animate Water, or Animate Wood, as the spells.
Endure Exposure4 - Use Endure Elements as the spell; target gains immunity to your Solar Songs that deal damage of one energy type.
Entropic Warding1 - Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
Leaps and Bounds1 - Gain bonus on Balance, Jump, and Tumble checks.
Local TremorN - Use Local Tremor, as the spell.
LorecallN - Use Balancing Lorecall or Listening Lorecall, as the spells.
Lesser Elemental OrbN - Use Lesser Orb of Acid, Lesser Orb of Cold, Lesser Orb of Electricity, Lesser Orb of Fire or Lesser Orb of Sound, as the spells.
Magic CoatingN - Use Grease or Sticky Floor, as the spells.
Magic Insight4 - Detect magical auras; identify magic items.
Make Your Own Luck1 (as Dark One's Own Luck) - Gain a luck bonus on one type of saves.
Miasmic Cloud1 - Create a cloud of mist that grants concealment and fatigues those who enter.
Mind AugmentationN - Use Eagle's Splendor, Fox's Cunning, or Owl's Wisdom, as the spell.
Mystic MissileN - Use Magic Missile, as the spell, and be able to launch a single missile as an Immediate Action.
OmenN - Use Omen of Peril, as the spell, but without the need for a Focus.
Scalding Dust4 - Use Gust of Wind as the spell; creatures in area take Fire damage equal to your caster level.
Scorn EarthN - Glide above solid surfaces; become immune to caltrops, Grease, and other ground-based dangers, and fall slowly as Feather Fall.
See the Unseen1, 4 - Gain See Invisibility, as the spell, and darkvision.
Spiderwalk1 - Gain Spider Climb as the spell and you are immune to webs.
Summon Swarm1 - Use Summon Swarm, as the spell.
StormcloudN - Use Thunderhead, as the spell.
TranspositionN - Use Baleful Transposition, as the spell.
Wintry EmbraceN - Use Creeping Cold, as the spell, but without the need for a Focus.
Words of Power, DimN - Use Power Word: Fatigue, Power Word: Pain, or Power Word: Sicken, as the spells.
Bright Solar Songs
Charm1, 4 - Cause a single creature to regard you as a friend.
Curse1 (as Curse of Despair) - Curse one creature as the Bestow Curse spell, or hinder their attacks.
The Dead Walk1 - Create undead as the Animate Dead spell.
DefenestrationN - Use Defenestrating Sphere, as the spell.
Dread Seizure3 - Halve a target's movement, and give it a -5 penalty on attacks against those more than 5 ft. away.
Elemental OrbN - Use Orb of Acid, Orb of Cold, Orb of Electricity, Orb of Fire or Orb of Sound, as the spells.
Energy Resistance4 - Gain resistance 10 to acid, cold, electricity, fire, or sonic damage.
Enthralling Voice4 - Make nearby creatures fascinated.
Flight4 (as Draconic Flight) - Sprout wings and fly at good maneuverability; fly longer overland.
Falling DreamN - Use Illusory Pit, as the spell.
Flee the Scene1 - Use short-range Dimension Door as the spell, and leave behind a major image.
Frightful Presence4 - Make nearby creatures shaken.
Harkon's BladeN - Use Sword of Deception, as the spell.
Humanoid Shape4 - Take the form of any humanoid creature.
Ignore the Pyre3 - Gain resistance equal to your Caster Level to Acid, Cold, Electricity, Fire, or Sonic damage.
Make WayN - Use Forcewave, as the spell.
Relentless Dispelling2 - A targeted Dispel Magic, with additional targeted Dispel Magic the next turn.
Stony Grasp1 - Use Stony Grasp as the spell.
Voidsense1, 4 - Gain blindsense 30 feet.
Voracious Dispelling1, 4 - Use Dispel Magic as the spell, causing damage to creatures whose effects are dispelled.
Walk Unseen1, 4 - Use Invisibility (self only) as the spell.
Wall of Gloom1 - Use Wall of Gloom as the spell.
Witchwood Step2 - Walk on water and move through some obstacles unimpeded.
Weighty Utterance3 - Flying target falls 5 ft. per Caster Level; takes falling damage if it hits a surface.
Brighter Solar Songs
Arcane Hide1 (as Draconic Toughness) - Gain temporary hit points equal to your caster level.
Aura of Flame1 - Aura deals Fire damage to creatures that strike you.
Baleful Geas1 - A single creature becomes your servant, but slowly sickens and dies.
CallingN - Use Sending as the spell.
Caustic Mire2 - Acidic sludge slows progress, deals damage.
Chilling Fog1 - Create Solid Fog that deals Cold damage.
Chilling Tentacles4 - Use Black Tentacles as the spell, and deal extra Cold damage to creatures in the area.
Devour Magic4 - Use targeted Brighter Dispel Magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
Dragon Ward3 - Gain resistance to the attacks and special abilities of dragons.
Desert Mirage 4(Enervating Shadow refluff) - Gain total concealment in bright areas and impose a Strength penalty on adjacent living creatures.
FissureN - Create a temporary Wall of Stone, stagger and push aside those who are in its way.
GlaciationN - Freeze target so they cannot move.
Nightmares Made Real2 - Create illusory terrain that damages foes and allows you to hide.
Painful Slumber of Ages2 - Creature falls asleep, takes damage when awakened.
Pulse of Terror1 (as Terrifying Roar) - Use Fear as the spell; creatures shaken by the effect cannot attack you.
Tenacious Plague4 - Use Insect Plague as the spell, but the summoned locust swarm deals damage as a magic weapon.
Wall of Perilous Flame4 - Create a Wall of Fire as the spell, but half the damage from the wall results from supernatural power.
Windstorm1 (as Wingstorm) - Create powerful gusts of wind.
Words of Power, BrighterN - Use Power Word: Disable, Power Word: Distract, or Power Word: Nauseate, as the spells.
Brightest Solar Songs
Brewing StormN - Allies within cloud gain 1 AC per round, enemies within cloud lose 1 AC per round.
Discorporation4 (as Dark Discorporation) - Gain many benefits of the Swarm subtype.
Energy Immunity1 - Gain or grant immunity to Acid, Cold, Electricity, Fire, or Sonic damage.
Flight, Brighter4 (as Brighter Draconic Flight) - Fly at perfect maneuverability; gain overland speed.
Impenetrable Barrier3 - Use Wall of Force, as the spell, but it is perfectly black and blocks line of sight.
Instill Vulnerability1 - Remove resistances and immunities.
Polyscient1 (as Dark Foresight) - Use Foresight as the spell, and communicate telepathically with a close target of the effect.
Master of PhysicsN - Use Telekinetic Sphere, as the spell.
MeteoN - Use Meteor Swarm, as the spell.
Path of Shadow1 - Use Shadow Walk as the spell and speed up natural healing.
Perilous Veil1 - Use Veil as the spell; anyone succeeding on the Will save to negate the illusion takes damage.
Retributive Invisibility1 - Use Greater Invisibility as the spell (self only) that deals damage in a burst if dispelled.
Spellcaster's BaneN - You may attempt to counterspell an opponent as an Immediate Action, as if casting Greater Dispel Magic.
Steal Summoning2 - Take control of another caster's summoned monster.
Word of Changing1 - Use Baleful Polymorph as the spell, but the effect could become permanent.
Words of Power, BrightestN - Use Power Word: Kill, Power Word: Petrify, or Power Word: Stun, as the spells.
Void MagicN - Use Antimagic Field at range, but only as long as you concentrate.
Starswarm :N - Summon the Stars themselves to aid you.
Ray of Kolbos: :N - Summon the might of the havens.
New Dim Solar Songs
(Ignore all Solar Songs that are not listed above, just use as a reference if you want an Solar Song marked with "N")
Body Augmentation
Dim; 2nd
AAAAYou can use Bear's EndurancePHB, Bull's StrengthPHB, and Cat's GracePHB, as the spells. Only one may be active at a time; using another, even on a different target, causes the previous effect to be removed. Lasts for 24 hours, during which you can switch active enhancement. If used on another creature it lasts for one hour (and of course, they cannot switch to a different Body Augment).
Elemental Animation
Dim; 2nd
AAAAYou can use Animate FireSC, Animate WaterSC, and Animate WoodSC, as the spells.
Local Tremor
Dim; 2nd
AAAAYou can use Local TremorRotD, as the spell.
Lorecall
Dim; 1st
AAAAYou can use Balancing LorecallSC, and Listening LorecallSC, as the spells. Only one of these may be active on your person at a time; using it again replaces any previous uses. Lasts 24 hours.
Magic Coating
Dim; 1st
AAAAYou can use GreasePHB and Sticky FloorRotD, as the spells.
Mind Augmentation
Dim; 2nd
AAAAYou can use Eagle's SplendorPHB, Fox's CunningPHB, and Owl's WisdomPHB, as the spells. Only one may be active at a time; using another, even on a different target, causes the previous effect to be removed. Lasts for 24 hours, during which you can switch active enhancement. If used on another creature it lasts for one hour (and of course, they cannot switch to a different Body Augment).
Mystic Missile
Dim; 1st
AAAAYou can use Magic MissilePHB, as the spell. Additionally, you may fire a single missile, as from the spell, as an Immediate Action.
Lesser Elemental Orb
Dim; 1st
AAAAYou can use Lesser Orb of AcidSC, Lesser Orb of ColdSC, Lesser Orb of ElectricitySC, Lesser Orb of FireSC, and Lesser Orb of SoundSC, as the spells.
Omen
Dim; 2nd
AAAAYou can use Omen of PerilSC, as the spell, but you do not require any Focus with the Solar Song.
Scorn Earth
Dim; 2nd
AAAAYou can float a foot above the ground. Instead of walking, you glide along, unconcerned with the hard earth or difficult terrain. While you remain within 1 foot of a flat surface of any solid or liquid, you can take normal actions and make normal attacks, and can move at her normal speed (you can even “run” at four times your normal speed or "jump" from your position 1 foot above a surface). However, you have no ability to maintain any altitude Brighter than 1 foot due to this Solar Song. You are also considered to be under the effects of Feather FallPHB, as the spell. In addition, you get +5 to Move Silently, +2 to jump and can always take 10 on Move Silently checks. Lasts 24 hours.
Stormcloud
Dim; 2nd
AAAAYou can use ThunderheadSC, as the spell. Casting this Solar Song twice on the same target doubles the duration, and continued casting continues to multiply the duration as normal for multiplier addition rules (i.e. double, then triple, then quadruple, etc.).
Transposition
Dim; 2nd
AAAAYou can use Baleful TranspositionSC, as the spell.
Wintry Embrace
Dim; 2nd
AAAAYou can use Creeping Cold, as the spell, but without any need for any focus.
Words of Power, Dim
Dim; 3rd
AAAAYou can use Power Word: FatigueRotD, Power Word: PainRotD, and Power Word: SickenRotD, as the spells.
New Bright Solar Songs
Defenestration
Bright; 4th
AAAAYou can use Defenestrating SphereSC, as the spell.
Elemental Orb
Bright; 4th
AAAAYou can use Orb of AcidSC, Orb of ColdSC, Orb of ElectricitySC, Orb of FireSC, and Orb of SoundSC, as the spells.
Harkon's Blade
Bright; 4th
AAAAYou can use Sword of DeceptionSC, as the spell. You may only have one sword at a time; casting this Solar Song while a sword still exists eliminates that sword in favor of the new one. Sword lasts 24 hours.
Make Way
Bright; 4th
AAAAYou can use ForcewaveSC, as the spell.
Words of Power, Bright
Bright; 4th
AAAAYou can use Power Word: DeafenRotD, Power Word: MaladroitRotD, and Power Word: WeakenRotD, as the spells.
New Brighter Solar Songs
Calling
Brighter; 5th
AAAAYou can use Sending, as the spell.
Falling Dream
Brighter; 6th
AAAAYou can use Illusory PitSC, as the spell, but it lasts only as long as you concentrate.
Fissure
Brighter; 5th
AAAAYou can create a 5 foot wide stone wall up to 10 feet high along a 60 foot line starting from your position. All creatures within the line take 1d6 bludgeoning/piercing damage per 2 levels (maximum 8d6 damage at 16th), are moved to the nearest square on the side of the wall of your choice, and are staggered, unless they make a Reflex save, which halves the damage, allows them to choose which side of the wall they wish to be on, and prevents the staggering. Squares adjacent to the wall are difficult terrain, and the wall lasts for 1 round plus 1 round per 5 levels.
Glaciation
Brighter; 6th
AAAAYou can freeze a target solid for one round, such that they can take only mental actions, unless they make a Will save. A frozen target takes 1d6 Cold damage per 2 levels (maximum 8d6 at 16th); any target who takes no Cold damage due to resistance or immunity to Cold damage is also immune to being frozen. A target who was frozen is slowed, as by the spell SlowPHB, for two rounds after thawing out.
Words of Power, Brighter
Brighter; 6th
AAAAYou can use Power Word: DisableRotD, Power Word: DistractRotD, and Power Word: NauseateRotD, as the spells.
New Brightest Solar Songs
Brewing Storm
Brightest; 8th
AAAAThis Solar Song creates an ephemeral cloud at a Range of Medium (100 feet + 10 feet per caster level), and the cloud immediately spreads in a radius equal to Close range (25 feet + 5 feet per 2 caster levels). The cloud itself is short-lived - it is gone moments after casting, having no effect on the sight or movement of those within it. Those who were within it when cast, however, gain some of the cloud clinging to to their bodies, and this cloud effects them for one round per level.
AAAAEach round, every creature that was within the cloud at the time it was cast either gains a +1 bonus to AC, or takes a -1 penalty to AC, chosen by you when you cast it. Any creature who does not want to accept these changes is entitled to a Will save each round to prevent that round's changes, though the DC for this save goes up by 1 for every consecutive save the creature has made previously; failing the save resets the DC to its usual value for the next round.
AAAANo creature can be reduced below 10 AC, or below 10 touch AC or 10 AC when flat-footed (though a creature with 10 touch AC or 10 flat-footed AC continues to take penalties to its AC for other situations until all three values are 10). By the same token, this effect can no more than double a creature's AC; once this effect has added as much AC as the creature had without it, it simply maintains that much AC until it wears off.
Master of Physics
Brightest; 8th
AAAAYou can use Telekinetic Sphere, as the spell, except that you must always be within the sphere, and the sphere can only move you with respect to other objects within the sphere. Effectively, it needs to be touching something solid in order to maintain its height, and will otherwise fall, so it can only lift you into the air a distance equal to its own diameter. It can, however, move upwards with you if you have other means of flight, in which case it can move relative to you and more things with respect to you; you are, essentially, the solid surface against which everything else is being moved.
Meteo/Comet
Brightest; 9th
AAAAYou can use a power similar to Meteor swarm. From high above, a circle of glowing runes appear, And from them opens a passage to the Void, calling forth a cosmic body: A Meteor. The Meteor falls, but due to being called in within the atmosphere, not to mention not incredibly high up nor that big, it doesn't destroy all within miles. Rather: The Meteor falls towards your target dealing 10d4 fire damage and 10d4 bludgeoning damage in a 30ft burst on impact. Small or smaller creatures need to make a fortitude save or die via crushed-to-death DC= 19+Cha mod. (10+effective spell level+Cha mod)
Reflex save (Vs same as the fortitude above) halves damage and negates crushing effect.
Comet is exactly the same, however it consists of Cold damage rather then Fire.
Starswarm
Brightest; 9th
AAAAYou conjure a swirling mass of spherical stars about an inch in diameter. Each "Star" deals 1d4 fire and electric damage, there are up to 60 Stars at once (chosen at time of summoning), The stars act on the caster's will and can work similar to hive-minded semi-intelligent entities. You can use them to create walls, each star taking a 1foot square. Together the glare is enough to severely hinder sight through the wall, creating Total Concealment to most creatures and Partial concealment to creatures immune to Blinding. You can expend the stars to have them impact a creature, in which case the star dies as its energy diffuses into the body of the target dealing the 1d4 electric fire or "Solar" damage. No more then 25 stars can be expended in one round through your will, however, Stars that die out due to someone trying to pass through them do not count towards this limit. Unlike other invocations, Starswarm can only be used to a total of 300 stars a day.
Ray of Kolbos
rightest; 9th
AAAAA bright, almost solid mass of light falls from the sky in a destructive 40ft in diamiter, and 1,000 feet high.. The ray stems entirely from semi divine and arcane power, and is not subject to resistances or immunities. The ray deals 20d6 damage, anything killed or destroyed by the ray leaves behind nothing but fine dust.
Unlike other Invocations, Ray of Kolbos can only be used a number of times per day equal to your Charisma Modifier.
Spellcaster's Bane
Brightest; 7th
AAAAYou may attempt to counterspell a spellcaster as an Immediate Action, as if you had cast Brighter Dispel Magic. The spellcaster gains a +2 bonus on his opposed Caster Level check for every consecutive round you have successfully counterspelled him; this bonus reverts to +0 if you fail to counterspell him (either because you did not try or because he succeeded on the check).
Words of Power, Brightest
Brightest; 9th
AAAAYou can use Power Word: KillPHB, Power Word: PetrifyRotD, and Power Word: StunPHB, as the spells.
Void Magic
Brightest; 9th
AAAAYou can use Antimagic Field, but with a Range of Close (25 ft. + 5 ft. per two caster levels), and with a Duration of Concentration.
Solstream: The Solstream is named after its signature ability, Solstream. The Solstream can, at will as a standard action, release a flooding ray of plasmic heat in a Line effect with a base range of 60ft +5ft per two levels on a Reflex save (DC= 10+1/2class levels+Charisma modifier) for every two levels of the Solstream class the Solstream possesses, dealing both Electric and Fire damage. Creatures vulnerable to either take damage as if both energies were the one it is weak against, Creatures vulnerable to both are effected twice over for it. However, a Creature needs to be Immune or Resistant to both energies to have any impediment on it. If a creature has both Electric and Fire resistances, The Solstream pays attention to the lowest of the two.
The Solstream may also emit bright light within 30ft of her, suppressible or reactivate-able as a free action. This light has no special effect such as blinding and despite the Solar origin it does not count as daylight to creatures such as Vampires.
Improved Solstream:
The solstream's damage increases to d6's at 10th level.
Solar Protection: The Solstream gains the listed number as Energy Resistance to both Electric and Fire damage.
The Solstream also gains a Fast Healing effect that takes effect when ever Sunlight touches the Solstream's body. If the Solstream is Heavily Clothed (Like say in Winter Gear), its a particularly cloudy day(say 75% sky is cloudy), or at night. This Solar Protection is halved (assuming there is any visible part of her skin.) If there is no visible part of her skin there is no Solar Protection. If its both very cloudy and night, the Solstream is probably gonna have to find somewhere private with a roof-top view to get any benefit at all, even then under these conditions Solar Protection is down to 1/4th.
However,Solar Protection is doubled when ever she is sparsely clothed (Say, at least 75% skin shown) and its daytime, or if is exceptionally bright out (Desert sun, plane of... sun-ness, Heat wave weather ect) and moderately clothed (50%)
Edit: I confused myself going back and reading this. So here's the whats-what. If it conflicts with anything above, this supersedes it.
Situation | Mod | Situation | Mod | Situation | Mod
Bright Day | x2 | Indoors- No window | -4 | Great Cold | -3
Normal Day | x1 | Starless Night | -6 | Winter Weather | -4
Dim Day | -2 | Starry Night | -4 | Underground (10ft+)* | -8
No Clothes | x3 | Solar Flare | +1 | Iced/Frozen | -40
Sparse clothes | x2 | Comet | x5 | Ongoing Cold damage | -6
Half-Clothed | x1.5 | Near a Volcano* | x3 | Ongoing Fire damage | x1.5/5 base damage
Mostly Clothed | x1 | Great Fire | x1.5 | Wet | -1
Covered | -3 | Solar Eclipse | -60 | Soaked | -5
Indoors | -2 | Near Ocean | -3 | Underwater (5ft-40ft) | -40
*When underground in a volcanic environment, Underground Penalties do not apply, but Volcanic benefits do.
All effects stack. Largest benefit however is a total of x4 +1 every 2 levels for x14 at level 20. Minimum Solar Protection is 0.
Familiar:
The Solstream gains a Familiar as a Sorcerer.
However, she can instead bind an Animal Companion or similar class granted companion to the same rules.
5th: Your familiar combusts, shedding its weak body to become a Small Fire Elemental. It can compress its body and resume appearing as its previous form as a full round action.
12: Your familiar grows, it becomes a Medium Fire Elemental. As above, it can still appear as its non-elemental form.
20: Your familiar again grows, becoming a Large Fire Elemental. As above, it can still appear as its non-elemental form.
Detect Outsiders and Gold: Gold... We all love it, and for centuries its believed to have a deep connection with the Sun, sharing many beliefs with one another. Likewise, Outsiders are often associated with the Sun among other things, and both are cosmic entities. Through her connection with the sun, the Solstream is always aware of any gold or Outsiders within 10ft. She can concentrate for:
one round to double the range, and detect how many gold items or how many Outsiders are within 10ft,
two rounds to double the range again, detect how many gold items or how many outsiders are within 20ft, and Approximate worth of the gold within 10ft or the estimated power of an Outsider within 10ft.
three rounds to double the range again, detect how many gold items or how many outsiders are within 40ft, Approximate worth of the gold within 20ft or the estimated power of an outsider within 20ft, and the HD and Hit points of an outsider within 10ft.
Solar Defense (Su): The Solstream can project her Solstream ability into a defensive wall. This acts like Wall of Fire as the spell, accept it produces no heat on either side, instead one side does not allow light to pass one way (Granting total concealment to the creatures on one side of the wall) and deals 2d6 Electric and Fire damage to anyone who tries to pass through for every three class levels the Solstream has.
Sun's Gift (Ex): Solstreams are aspects of the sun itself. Life, Vitality... The Solstream at this level connects deeper with the Sun's energy. She gains her choice of:
+10ft to all movement speeds the character possesses or will possess, +2 initiative, +2 charisma, tapping into the wild and passionate aspect of the sun.
+5hp per level, +2 to your Solar Protection, +2 constitution, tapping into the health and vitality aspect of the sun.
Attack bonus raises to 3/4ths, +2 strength, tapping into the power and forceful aspect of the sun.
These ability bonuses are untyped.
These bonuses come again at 12th (Strength's attack bonus becomes 3/4ths + Insight bonus = +1 per 4 class levels) and 18th levels (Strength gets Full bab) However at each repeating level (12th and 18th) the Ability bonus is only 1.
Lightmote (Su): The Solstream can convert her body into a mass of plasmic energy. She effectively becomes Incorporeal. You deal 1d4/3 levels damage to anyone who touches you or to any object that touches you. In return for that you also take damage when ever subject to a Darkness spell or Deeper Darkness spell as if you took 1d4 untyped damage per caster level of the Darkness user.
This is usable Cha mod times per day as an Immediate action, for Class Levels = minutes.
Due to the nature of this incorporeal form (that is, you bleed through instead of simply passing through) ; each inch of thickness reduces your speed by 5ft. if this causes you to hit 0ft, you are shunted out to the closest side taking 1d4 damage per inch you traveled that cannot be negated in any way. Speed returns when you are no longer in the object.
Flashfire (Su): You can channel your Solstream ability into a 30ft burst, or have it cause a 15ft burst on impact. This deals normal damage for your Solstream ability, However your Solstream is no longer affected by Energy Resistance.
Eye of the Sun (Ex): They say the Sun sees the Truth of all, you gain the effects of True Sight at all times. Suppressible or reactivate-able as a free action, However this does not function as normal. Whenever it would pin someone for something for an illusion or transmutation and the like, it instead paints the person or object with an aura of light that the Solstream can read enough to get what spell or effect the subject is under, but not what is actually there or what is behind an illusion.
In addition, the Solstream is unaffected by darkness, magical or otherwise.
Banishment (Sp): Gain Banishment, as the spell. Usable a number of times per day equal to 1/2 your class levels. Your caster level for this is, naturally, your own class levels. You know, being a caster and all. This is a Spell-Like ability.
Brightshadow (Su): As Lightmote, but you instead become Ethereal, and can walk through walls and the like as normal for an Ethereal creature, You are also no longer effected by Darkness spells and do not generate heat. You can choose if you wish to become Lightmote or Brightshadow. You also gain +4 uses of Lightmote (From which this ability takes its uses as well)
True Resurrection (Sp): You can channel your Solstream ability into the suns life giving energies, your Solstream ability can now manifest as Positive energy. (AKA: It heals instead of damages living creatures, and deals extra (d8's rather then d4's) to Undead or creatures weak against Positive energy.). In addition: Once a day, you can use True Resurrection as the spell.
Solar Heart (Ex): You take on the flame of the sun in the very core of your being. You can choose to:
Take on the Dragon type, dragons are creatures closely associated with the magic of the sun. Your Solar Protection also provides the same number as Deflection bonus to AC, This Deflection bonus scales just like the Solar Protection does (AKA: It doubles if your in nothing but your underwear, Halved if your in heavy clothing, and nonexistant if no sunlight touches you)
Take on the Outsider (Native) type, becoming graceful and otherworldly- Your base Solar Protection ability is now doubled (at this level it would be 10, which is deceptive as this separate ability boosts it to 20.
Epic Solstream:
An epic Solstream, unlike most classes, continues progressing in magical capability.
{table=head]{colsp=6}Table: The Epic Solstream
Level | Special | 7 | 8 | 9 | Brightest
21 | Uncapped | 1 |{colsp=2} - | 3
22 | | 2* |{colsp=2} - | 4
23 | | 3 | 1 | - | 4
24 | | 4 | 2* | - |4
25 | | 5 | 3 | 1 | 5
26 | | 5 | 4 | 2* | 5
27 | | 5 | 5 | 3 | 5
28 | Improved Familiar | 5 | 5 | 4 | 5
[/table]
{table=head]{colsp=11} Other levels
Level | Special | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
29 | Potential Attained | 9 | 8 | 7 | 6 | 5 | 5 | 5 | 5 | 5
30 | | 13 | 12 | 11 | 10 | 6 | 5 | 5 | 5 | 5
36 | Improved Familiar | 29 | 23 | 17 | 11 | 8 | 6 | 5 | 5 | 5
44 | Improved Familiar | 61 | 47 | 33 | 18 | 12 | 8 | 6 | 5 | 5
70 | Improved Familiar | 165 | 125 | 85 | 45 | 25 | 15 | 10 | 7 | 6
[/table]
Uncapped:
The Solstream has not yet reached the potential she has inside her, Attaining 21st level unlocks that potential. She continues gaining spellcasting and Solar Songs, As well as her Solstream ability, which improves at this level to be 11d6.
growing at 23, 25. 27. 29. 31. 33. 35. 37. 39. and so on.
Improved Familiar:
The familiar continues to grow. At 28th level, the familiar becomes a Huge fire elemental.
36: The familiar becomes a Greater fire Elemental.
44: The familiar becomes an Elder Fire Elemental.
14070: The familiar becomes a Primal fire Elemental.
Potential Attained:
The Solstream reaches her maximum spell capability. Or has she? A Solstream does not believe in dead ends, The Void is limitless, full of a conflict of Light and Darkness, there is no room for limits. Previously she could only reach up to 5 spells per day. She now continues to increase these. For every two levels, she gains 4 1st level spells per day, three 2nd level spells per day, two 3st level spells per day, one 4th level spell per day. Every two 4th level spells gained, they gain 1 5th level spell per day. Every 2 5ths = 1 6th. every 2 6ths = 1 7th, every 2 7ths = 18th. every 2 8ths = 1 9th.
She may never sacrifice any amount of lower level spells for any purpose other then to cast a spell of the appropriate level no matter what other class features she attains from other classes, to a number greater then 5 per day, per level.
These pre-epic spell levels do not change or alter the progression of post 9nth level spell levels, which grow normally as per the epic rules (by gaining your 9nth level spell at 25th you qualify for epic spells)