Solar Hierophant

Solar hierophants lead worshipers to glory on the path of the sun.
Occult Lore
Author Keith Baker, Adam Bank, Chris Jones, Scott Reeves, and Elton Robb
Series Lore
Publisher Atlas
Publish date 2002
For the hierophant, the sun is the ultimate source of revelation, the divine force that sustains the universe and commands all lesser beings. clerics are the most common class to revel in the sun, but other divine spellcasters such as druids occasionally feel the call.
NPC solar hierophants spend most of their time advising the faithful or seeking converts. Because the sun is the patron deity of victory, Leadership, and inspiration, many solar worshipers are nobles, warlords, artisans, and wealthy merchants. Powerful noble houses and mercantile leagues often sponsor hierophants to keep appraised of the sun’s tidings.
Hit Die: d8
REQUIREMENTS
To qualify to become a solar hierophant, a character must fulfill all the following criteria.
Alignment: Lawful good or lawful neutral
Skills: 8 ranks Astrology; 5 ranks Knowledge (religion)
Feats: Leadership
Spells: Ability to cast divine spells; if the character is a cleric, the character must posses either the Sovereignty or Sun Domain.
Special: Before becoming a 1st-level solar hierophant, the character must seek out a current solar hierophant to initiate the character into the mysteries of the sun. The initiator must voluntarily spend a Turning attempt during the ceremony. The ceremony is long and strenuous; the character temporarily loses 1d4 Constitution points upon its completion.
CLASS SKILLS
The solar hierophant’s class skills are Astrology (Intelligence), Bluff (Charisma), Concentration (Constitution), Craft (Intelligence), Diplomacy (Charisma), Gather Information (Charisma), Intimidate (Charisma), Knowledge (religion), Scry (Intelligence), and Sense Motive (Wisdom).
Skill Points at Each Level: 4 + Intelligence modifier.
| The Solar Hierophant | ||||||
| Level | BAB | FS | RS | WS | Special | Spells per Day |
| 1 | 0 | +2 | 0 | +2 | Channeling, Clarity | – |
| 2 | +1 | +3 | 0 | +3 | Divine Right: Charm Person | +1 level of existing class |
| 3 | +2 | +3 | +1 | +3 | Celestial Authority | – |
| 4 | +3 | +4 | +1 | +4 | Divine Right: suggestion | +1 level of existing class |
| 5 | +4 | +4 | +2 | +4 | Sacred Vessel | – |
| 6 | +5 | +5 | +2 | +5 | Divine Right: Mass suggestion | +1 level of existing class |
| 7 | +6 | +5 | +3 | +5 | Embody the Sun | – |
| 8 | +7 | +6 | +3 | +6 | Divine Right: mass charm | +1 level of existing class |
| 9 | +8 | +6 | +4 | +6 | Path of the Sun | – |
| 10 | +9 | +7 | +4 | +7 | Final Mystery | – |
CLASS FEATURES
All of the following are class features of the solar hierophant prestige class.
Extra Domain: clerics who become solar hierophants immediately gain one extra Domain either Sovereign, Sun, Knowledge, or Protection of the character’s choice. This gives the character a third granted power and an additional option of Domain spell slots.
Spells per Day: A solar hierophant continues advancing in spellcasting ability based on her previous, highest divine spellcasting class, although slower. When a solar hierophant gains a new even-numbered level, the character gains new divine spells per day as if she had also gained a new level in her previous, highest divine spellcasting class. She does not acquire any special powers of her previous class, however.
Channeling: Solar hierophants can channel positive energy. If the character possesses cleric levels (or levels of another class that could Turn/Rebuke undead), levels of solar hierophant count toward cleric levels for the purposes of Turning and Rebuking. If the character does not possess cleric levels, a solar hierophant can Turn/Destroy undead as a good cleric of the same class level. Solar hierophants also have access to positive energy – channeling abilities and feats (including Extra Turning).
Clarity: A solar hierophants link to the sun gives her great clarity of vision, physical and otherwise. The character is immune to magical sources of blindness (such as blindness/ deafness or power word blind) short of a wish. She is also immune to visual figment and glamer illusions. The character has a +2 competence bonus to Spot, Search, and Sense Motive checks. Solar hierophants also possess a qualified Spell Resistance that is only effective against mind-controlling spells, but otherwise operates as normal. The character’s qualified Spell Resistance equals 12 + his solar hierophant level.
Divine Right: As representatives of the ruler of the cosmos, solar hierophants can channel the sun’s energy to command the masses. At 2nd level, the character can cast Charm Person by spending one Turn attempt. This ability improves with time. At 4th level, the character can cast suggestion by spending one Turn attempt, as well. At 6th level, the character can cast Mass suggestion by spending one Turn attempt. At 8th level, the character can cast mass charm by spending one Turn attempt.
Celestial Authority: Solar hierophants are mortal vessels of the suns will. At 3rd level, the character gains the ability to Rebuke/Command outsiders of any lawful alignment (including lawful evil) or any good alignment as an evil cleric Rebukes/Commands undead.
Sacred Vessel: At 5th level, solar hierophants can imbue inanimate objects with the light of the sun, which are then called sacred vessels, either temporarily or permanently. To temporarily create a sacred vessel, the character spends one Turning attempt. The powers of a temporary sacred vessel last one round per solar hierophant level. A permanent sacred vessel is an astrological item that only a solar hierophant can create. Imbuing a permanent sacred vessel is a DC 20 Astrology task (treating Astrology like a Craft skill) with an effective market price of 1000 gp and 40 XP. Sacred vessels are formed from pre-existing objects, possibly requiring their own purchase or Craft tasks.
A sacred vessel can be any solid object that weighs less than 10 pounds. Sacred vessels have the following powers.
- When held aloft, the sacred vessel emits light as if the subject of a daylight spell. Any lawful creature that can see the glowing vessel acts as if the subject of a bless spell. Any area illuminated by the vessel’s light is consecrated as per the spell. The vessel acts as an altar for the purposes of this effect.
- Grants a +1 morale bonus to skill checks involving Wisdom or Charisma to one character holding it or wearing it against her skin.
- Grants a +2 morale bonus to Fortitude and Will saves to one character holding it or wearing it against her skin.
- Permanent sacred vessels formed from masterwork signet rings, crowns, or other potent marks of office give +1 prestige Leadership modifiers when worn.
- Permanent sacred vessels formed from masterwork or magical weapons confer a +2 morale bonus to attack rolls.
Note that these bonuses stack if a character wears or uses multiple sacred vessels, with a maximum total bonus equal to the character’s Charisma modifier (minimum of 1). The character using the sacred vessel must be a star worshiper or follower of a sun god, and must be of lawful alignment to gain these effects. Also, exchanging a sacred vessel for financial gain strips a solar hierophant of her powers until she atones (as per the Atonement spell).
Embody the Sun: At 7th level, solar hierophants gain the ability to walk as the sun. By spending one Turning attempt, the character briefly becomes a celestial creature apply the celestial creature template to the character for a number of rounds equal to the character’s solar hierophant level. If the character is lawful neutral, she effectively becomes lawful good for the duration of the effect. Acting against the precepts of lawful good behavior while embodying the sun temporarily prevents the character from using class features until she atones (as per the Atonement spell).
Path of the Sun: At 9th level, solar hierophants gain the ability to show others the path of the sun. The character chooses targets and makes a Turn attempt as if Turning undead. The targets can be any creatures except outsiders and undead. If the character successfully Turns the targets, apply the celestial creature template to them for 1 minute (10 rounds) she has literally turned the targets into celestial creatures. For the duration of the Turning, the targets are effectively of good alignment and act accordingly.
If the Turning attempt would normally result in the destruction of a target, in addition to becoming a celestial creature for 1 minute, the target is Awed by the solar hierophant. The target must make a Will saving throw against a DC equal to 15 + solar hierophant’s class level. Failure indicates that the target’s alignment remains good indefinitely (although alignment can still change through the normal course of play). Success indicates the target’s alignment remains good for 1d4 days after the Turning effect ends. While the target remains of good alignment, any saving throws and Wisdom– or Charisma-based skill checks made by the solar hierophant that are opposed by the target gain a +4 circumstance bonus for as long as the hierophant remains faithful to the sun.
Final Mystery: Some say that the mightiest hierophants become celestial beings so pure that they can never again interact with the material plane, and dwell in the court of the sun for eternity. Others say that high solar hierophants of 10th level and above join an ultra-secret society, and become invisible advisors to emperors, titans, or even stranger great beings.
Multiclass Restriction: A solar hierophant who gains levels in a different class must atone (as per the Atonement spell) before increasing in solar hierophant levels.
Alignment Restriction: None of a solar hierophant’s class features function if the character becomes non-lawful or evil. Once lawful good or lawful neutral alignment is regained, the character must atone (as per the Atonement spell) before the powers of her class features return.
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