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Temotei
2014-01-27, 09:02 PM
Solrime Apostate

To use the sun against the sun god is...so refreshing!
-- Jana Melgaard, vengeful solrime apostate

Once a devout follower of Pelor, the solrime apostate has betrayed her god, but not without remorse. After discovering Pelor's true nature, she turned as far away from it as possible--to snow and frost. However, the solrime apostate is a follower of the sun, even if the sun god has betrayed her. Wielding powerful magics of sun and ice, she is ready to strike back at her old patron using His powers and some of her own.

Hit Die: d8.

Requirements
To qualify to become a solrime apostate, a character must fulfill all of the following criteria.
Skills: Knowledge (religion) 9 ranks, Sense Motive 5 ranks.
Feats: Snowcasting1, Sun Devotion2.
Spells: Able to cast 3rd-level divine spells and access to the Sun domain.
Special: The character must have spurned Pelor after previous worship as a patron deity upon discovery of Pelor's true nature (http://www.giantitp.com/forums/showsinglepost.php?p=19840200&postcount=1).

Class Skills: The solrime apostate's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).

Skill Points at Each Level: 2 + Int modifier

SOLRIME APOSTATE


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells Per Day


1st
+0
+2
+0
+2
Rimefire sun, solrime redemption, turn undead
-


2nd
+1
+3
+0
+3
Freeze the deceived
+1 level of existing spellcasting class


3rd
+2
+3
+1
+3
Condemn the false light/shadows
+1 level of existing spellcasting class


4th
+3
+4
+1
+4
Icy skin
+1 level of existing spellcasting class


5th
+3
+4
+1
+4
Bonus feat, freeze the barriers
-


6th
+4
+5
+2
+5
Icy veins
+1 level of existing spellcasting class


7th
+5
+5
+2
+5
Solrime burst
+1 level of existing spellcasting class


8th
+6
+6
+2
+6
Icy mind
+1 level of existing spellcasting class


9th
+6
+6
+3
+6
Solrime conviction
+1 level of existing spellcasting class


10th
+7
+7
+3
+7
Bonus feat, frigid sun apocalypse
-



Class Features
All of the following are class features of the solrime apostate.

Weapon and Armor Proficiency: Solrime apostates gain no additional weapon or armor proficiencies.

Spells Per Day/Spells Known: At every level except 1st, 5th, and 10th, the solrime apostate gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained.

If the solrime apostate had more than one spellcasting class previously, she must decide to which class she adds the new level of solrime apostate for the purpose of determining spells per day.

Rimefire Sun: A solrime apostate regains access to the Sun domain even if her new deity or ideal does not grant it. This is in addition to the chosen domains she gains for being a cleric. However, heat metal is replaced by daylight in the 2nd-level slot and any fire damage a solrime apostate deals by casting a spell from the Sun domain is replaced with cold damage.

Solrime Redemption: Upon becoming an ex-cleric of Pelor, the solrime apostate loses access to her spells, domains, and class features gained from being a cleric of Pelor. However, upon seeing through the sun god's lies and taking her first level in solrime apostate, she overcomes this oppression and regains access to all of the above, except as a cleric devoted to an ideal or a different deity (which may change her access to turning undead, casting spells with the Good descriptor, and so on). Regardless, a solrime apostate loses the domains she gained from Pelor (except for the Sun domain; see rimefire sun) and gains new domains befitting her new status, chosen from Cold, Winter, and any domains granted by her new deity (or ideal). Finally, a solrime apostate adds all spells with the Cold descriptor to her spell list at the lowest spell level possible and moves all spells with the Cold descriptor already on her spell list to the lowest spell level possible.

Turn Undead: A solrime apostate adds her solrime apostate levels to her cleric levels for all purposes related to turning undead (or other types of creatures, if applicable).

Freeze the Deceived (Su): At 2nd level, the solrime apostate can turn worshipers of Pelor with a turn undead attempt as if turning undead. However, any creatures who would be destroyed are instead rendered frozen solid, effectively becoming permanently petrified (http://www.d20srd.org/srd/conditionSummary.htm#petrified). The solrime apostate may unfreeze a creature frozen in this manner at will by touching it as a swift action.

Condemn the False Light/Shadows (Su): At 3rd level, whenever the solrime apostate casts a spell with the Cold descriptor, she may add the Darkness descriptor to it as a free action. If she does so, she may reduce any sunlight-caused bright light within 60 feet to become shadowy illumination for a number of minutes equal to her class levels. This effect counters or dispels any spell with the Light descriptor of equal or lower spell level and is likewise countered or dispelled by any spell with the Light descriptor of equal or higher spell level than the spell cast.

Alternatively, the solrime apostate may add the Light descriptor instead of the Darkness descriptor and increase any sunlight-caused shadowy illumination or darkness within 60 feet to become bright light for the same duration. This effect counters or dispels any spell with the Darkness descriptor of equal or lower spell level and is likewise countered or dispelled by any spell with the Darkness descriptor of equal or higher spell level than the spell cast.

Icy Skin (Ex): At 4th level, a solrime apostate's skin becomes chilled to the touch, icy in the inner layers, granting an enhancement bonus to her natural armor equal to her Constitution modifier (minimum 1).

Bonus Feats: The solrime apostate gains bonus feats chosen from the following feats at 5th and 10th level: Arctic Priest1, Beckon the Frozen1, Chosen of Iborighu1, Cold Endurance1, Cold Focus1, Cold Spell Specialization1, Extra Turning, Faith in the Frost1, Frostfell Prodigy1, Frozen Magic1, Greater Cold Focus1, Icy Calling1, Improved Cold Endurance1, Piercing Cold1, Mark of Hleid1.

Freeze the Barriers: Becoming cold to the concept of moral and amoral spells after her run-in with Pelor, the solrime apostate is able to bypass petty restrictions set by the gods by simply freezing the divine barriers in her mind. The solrime apostate can cast any spell on her spell list, regardless of her alignment.

Icy Veins (Ex): At 6th level, a solrime apostate's blood becomes ice. Whenever she succeeds on a Fortitude saving throw against an effect that offers a Fortitude saving throw for half damage or partial effect, a solrime apostate instead suffers no ill effect.

Solrime Burst (Su): At 7th level, the solrime apostate can gather energy directly from the sun without Pelor's guidance. In doing so, she draws heat from a 120-foot-radius area surrounding her as a move action. She can hold this heat within herself for up to a number of rounds equal to her class level. At any time while she contains the area's heat, she may release it violently as a standard action, at the same time expelling her cold, dead feelings for Pelor. Foes within 120 feet take 1d6 damage per class level, half of which is fire damage and half of which is cold damage, and are slowed by the negative emotions turned cold energy. A successful DC 10 + class levels + Wis modifier Reflex save halves the damage and negates the slow effect. Using this ability expends a prepared spell with the Cold descriptor of at least 5th level.

Icy Mind (Ex): At 8th level, a solrime apostate's mind freezes on the exterior, disallowing access while the metaphorical waters beneath the ice continue to flow. Whenever the solrime apostate is subject to a hostile mind-affecting spell or effect while she has a spell with the Cold descriptor prepared, the source of the effect suffers 1d6 cold damage per class level and the solrime apostate is unaffected.

Solrime Conviction (Su): The solrime apostate understands that the sun and the sun god are not one and the same. With perfect faith in the sun and perfect hatred for the sun god, the solrime apostate grows beyond her mortal coil, becoming...something else. At 9th level, the solrime apostate's type changes to outsider with the cold and native subtypes. Additionally, she no longer has a maximum age and will never die of old age. Fighting Pelor is a lifelong endeavor for the solrime apostate, and sometimes, a single lifetime just isn't enough.

Frigid Sun Apocalypse (Su): A solrime apostate has discovered the means to unmask Pelor's true nature to all...at least for a while. Once per month, a solrime apostate can force all of Pelor's burning hatred out of the sun for 1d4+1 hours as a full-round action, freezing it for the duration. Upon expelling Pelor's hatred, all foes within 1 mile take 20d6 damage, half of which is fire and half of which is pure divine hatred. If a creature is killed by this damage, it is reduced to dust, as if targeted and killed by a disintegrate spell. Every minute starting with the round in which the solrime apostate froze the sun, all foes within the same radius must make a DC 20 + Wis modifier Fortitude save or be frozen solid, effectively becoming permanently petrified. The solrime apostate may unfreeze a creature frozen in this manner at will by touching it as a swift action. In addition, everything within this radius is subject to a flash-freeze1 effect, as the spell, every time creatures within the area make a Fortitude save to avoid being frozen. However, it affects magical, enchanted, dressed, and worked stone. For the duration of this effect, no spells that rely on sunlight or are strongly associated with sunlight will function in the area and the temperature in the radius is -40 degrees Fahrenheit (extreme cold conditions). Finally, at the end of this time, Pelor regains control of the sun, quickly...too quickly...unfreezing it, causing a calamitous rimefire cold-heatwave. All foes in the same radius again take 20d6 damage, this time half of which is cold damage and half of which is fire damage. Creatures who witness these effects sense Pelor's hatred and know it for what it is. Pelor does not take kindly to this affront to his domain and may eventually send out blindly devout clergy or specially-crafted warriors after the solrime apostate in response.

DM Note: This last bit shouldn't be used as punishment for the character using her class features. Instead, use it as a plot hook. Players love plot hooks.



PLAYING A SOLRIME APOSTATE

A solrime apostate feels she has been betrayed by her god. However, Pelor is not the sun. The irony of using the sun against the sun god does not go over a solrime apostate's head. She revels in this irony, hoping to stop (or get revenge on) Pelor...and makes sure he knows this at every turn.

Combat: A solrime apostate has many of the tools a cleric of Pelor brings to the battlefield in addition to many cold-based offensive and defensive options. She is less limited in her spell selection than a standard cleric due to her freeze the barriers feature, allowing her to catch enemies by surprise with misaligned spells.

Advancement: Most solrime apostates simply continue along the path of cleric after completing their ascension. Some, however, may become rimefire witches or winterhaunts of Iborighu for those wishing to continue on the path of cold and ice. Some became radiant servants of Pelor before divorcing themselves from the deity and regain their abilities granted by Him from solrime apostate. Those who wish to develop their abilities against the undead may become sacred exorcists, while an elven solrime apostate may become a seeker of the misty isle.

Resources: With spells and several supernatural abilities to draw upon, a solrime apostate is almost always able to help in a given situation. A common resource to solrime apostates, however, is snow or ice. With Snowcasting and several cold-related feats, a solrime apostate functions best in a frostfell environment.


SOLRIME APOSTATES IN THE WORLD

"The so-called "Sun of Mercy" shines on you, but does He shine on the ones you slay in His name? Selective mercy is not mercy at all."

Solrime apostates are those ex-clerics of Pelor who wish for nothing but the end of the sun god's power over mortals and deities alike, one way or another. With the power of the sun and frost at their fingertips, they are ready to make that happen.

Daily Life: Some solrime apostates continue on the path of good after discovering Pelor's true nature, disgusted with their past patron deity, hoping to stop him while still using the light of the sun to aid others. Others seek revenge against Him for his supposed betrayal. Regardless, most will seek a cold environment where the sun's worshipers do not dwell in great numbers, so as to avoid an untimely death by the hands of crusaders of Pelor's cause.

Many solrime apostates live in solitude, away from the societies that refuse to see the truth. While they are often not afraid to let their opinions be known, one ex-cleric of Pelor can only handle so many hostile people in one day.

Notables: Solrime apostates tend to gain a good amount of notoriety, most of which is negative. Due to Pelor's high status in most eyes, they are considered heretics by almost every person in the world. They are heretics, of course, but the negativity surrounding the term is not something to aspire to. Jana Melgaard is one notable solrime apostate who was exiled from the Church of Pelor after they found out she was sabotaging their efforts on multiple missions. At first hoping to simply stop the evil god, she eventually became as cold and hard as the frostfell environment to which she had been exiled and came to worship Levistus1.

Organizations: Jana leads a group of evil solrime apostates and clerics of frostfell gods who wish to end the sun god's reign. The solrime apostates wish to do so to spite Pelor, while the other clerics hope to empower themselves or just enjoy the cold enough to wish it upon everyone in the world. Most view themselves as enlightened individuals making the world a better place, one way or another. All are willing to do whatever it takes to accomplish their goals.

There is also a group of solrime apostates who work undercover in the Church of Pelor to end it. These are rarely discovered with the help of the entire organization, but if one should be found out, each carries a poison with which to end their own lives.


NPC REACTION

Most people react negatively to solrime apostates. They are the unenlightened, still believing in Pelor's lies, as most do. Good clerics--especially those who worship Pelor--are generally not friendly toward the solrime apostate. Churches of Pelor may, in fact, send out agents to end the threat to their faith. Even common people may react hostilely to a solrime apostate, though most are wise enough to not attack outright. Rather, merchants will hike up prices, inns will not let a solrime apostate stay, and forget about food and drink at reasonable prices. For this reason, the solrime apostate usually must rely on people of like mind or keep their thoughts guarded, so as to not attract attention. This is difficult for most, however.


SOLRIME APOSTATES IN THE GAME

Solrime apostates can fit into a party just as well as a cleric can, as long as the party is okay with one person staunchly resisting a major deity's rule.

Adaptation: If Pelor is not a deity in your campaign, it will likely be difficult to fit the solrime apostate into your game. Most sun deities do not conceal their true alignments or motives. However, if one is similar enough (but without a dark background), perhaps a heretic group could introduce rumors about the god (even if untrue). This heretic group may set in motion the beginning of the solrime apostates in your world.

If a setting has no sun deity (but has at least one sun), perhaps the solrime apostates used to be clerics devoted to worship of the sun, but then for some reason felt that the sun had betrayed them. Maybe a solrime apostate's mother died of sunstroke or her child was hospitalized for weeks because of a bad case of sunburn and dehydration. Simply changing the requirement of Pelor as a patron deity to primary worship of the sun would work well in such a setting.

If there is no sun in your setting, the solrime apostate simply isn't for you.

Encounters: An encounter with a solrime apostate will often be in a frostfell environment. Perhaps one of the party members is a renowned cleric of Pelor who's in the wrong neck of the woods. Or perhaps that cleric is actually an ex-cleric of Pelor seeking to join the solrime apostates.

Even if no one in the party is a cleric, most humans, if not most races in general, believe Pelor to be a goodly god. The party is likely included in this belief. They could find shelter from the frozen wastes inhabited by a group who appear to be simple priests out to spread the good word of the sun. However, soon after arriving, the party might discover the group's nature, for good or ill.


Sample Encounter

You have heard rumors of a powerful ex-priest of Pelor aiming to end the sun god's reign...and that she says she's found a way to do it.

EL 18: Once a highly-regarded priest of Pelor in one of the largest cities in the world, Jana Melgaard found Pelor's secret while on a mission to cleanse a grove of a rising number of undead. Bashing in one zombie's mouth, a glint caught her eye as the sun ironically shone its light upon a gold medallion--a symbol of Pelor. However, this one was twisted, the rays of the sun red and black, His eyes burning with an intensity unseen even in His most fearsome depictions, and a hasty scrawling on the back side: "The Burning Hate."

Jana turned against her church quickly in disgust and dark thoughts ran through her head, urging her to end the priests who would not tell her the truth. Instead, she sabotaged many missions in secret until discovered. Jana was exiled to the north, where cold wastes would take her life sooner than any amount of sun could. Soon, she found this to be a blessing, for in the cold, she found solace. She found the spirit of the ice within her. She found Levistus.

Heart frozen over but still as devoted to the sun as ever, Jana Melgaard prepared herself for an arduous internal journey through sun and cold to end Pelor's reign. For years, she trained in the frostfell wastelands miles from her city until she found a power within her that even the sun god would fear. Drawing upon it, she accidentally froze an entire town of the north, its people turning to icy sculptures out of a storybook. "A happy occurrence, for your losses will not be forgotten. Pelor shall remember me. Pelor shall fear...Jana Melgaard."


Jana Melgaard
Chaotic evil female human cleric 8/solrime apostate 10
Init -1, Senses Listen +5, Spot +5
Languages Common
------------------------------------------------
AC 25, touch 10, flat-footed 25 (-1 Dex, +3 natural, +8 full plate, +4 +2 animated spiked heavy steel shield, +1 ring of protection +1)
hp 135 (18d8+54)
Fort +16, Ref +5, Will +18
------------------------------------------------
Speed 20 ft. (4 squares)
Melee +16/+11/+6 +1 rimefire ice frost morningstar (1d8+4 plus 1d6+1 cold) or +16/+11/+6 masterwork sickle (1d6+2) or +12/+7/+2 +1 defending shield spikes (1d6+1)
Ranged +13/+8/+3 +1 light crossbow (1d6+1 19-20/x2)
Base Atk +13, Grp +15
Atk Options Freeze the deceived, rebuke undead, spellcasting
Combat Gear 2 potions of faith healing (Levistus) (CL 1)
Spells Prepared (6/8/7/7/6/6/4/3/2); save DC 15 + spell level): 0—cure minor wounds, detect magic (2), light (2), mending; 1st—bless, divine favor, ice slick1 (2), obscuring mist, omen of peril3 (2), protection from goodD; 2nd—augury, blood snow1, close wounds3, daylightD, obscuring snow1, shield other, spiritual weapon; 3rd—control temperature1, conviction, mass3, magic circle against good, magic vestment, prayer, resist energy, mass (fire)3, sleet stormD; 4th—air walk, divine power, fire shieldD, freeze armor1, magic weapon, greater, recitation3; 5th—blizzard1, plane shift (2), righteous might, righteous wrath of the faithful3, wall of iceD; 6th—create undeadD, death hail1, heal, superior resistance3; 7th—blasphemyD, consumptive field, greater3, spell resistance, mass3; 8th—frostfell1, sunburstD
D Domain spell. Domains: Cold (turn fire creatures, rebuke cold creatures), Evil (cast evil spells at +1 caster level), Sun (greater turning against undead 1/day).
Supernatural Abilities Condemn the false light/shadows, freeze the deceived, frigid sun apocalypse, greater turn undead, rebuke cold creatures, rebuke undead, solrime burst, solrime conviction, turn fire creatures
------------------------------------------------
Abilities Str 14, Dex 8, Con 14 (16), Int 10, Wis 18 (20), Cha 12
Feats Arctic Priest, Divine Metamagic: Persistent Spell, Extend Spell, Faith in the Frost, Frozen Magic, Persistent Spell5, Power Attack, Practiced Spellcaster, Snowcasting, Sun Devotion
Skills Concentration +24, Knowledge (religion) +19, Sense Motive +10, Spellcraft +18
Possessions 20 crossbow bolts, belt of battle, boots of the winterlands, headband of wisdom +2, healing belt, nightstick, reliquary holy symbol, restful armor crystal, ring of sustenance, vest of health +2, wand of faith healing (Levistus) (50 charges), wand of sign (50 charges), 119 gp

DM Note: If you like the substitute domain2 spell, have Jana take the Winter domain instead of Cold or Evil. This will grant access to an extra domain when casting the spell (since Levistus doesn't grant Winter as a domain).


1. Frostburn.
2. Complete Champion.
3. Spell Compendium.
4. Complete Divine.
5. Complete Arcane.