D&D 3E/3.5 Advanced Solar (3.5 with bonus)

I felt it somewhat unfair that 3.5 boosted all the main fiendish bad guys (pit fiends, balors, etc.) and none of the celestial good guys (planetars, solars, etc.).
side note: My own personal houserule makes solars a quasi-deity (you can easily remove that option if you don't like it/agree with it).

The pit fiend and balor had a number of LARGE stat increases and HD increases (from 3.0 to 3.5). I made the SAME stat changes and HD changes to the solar and came up with this:

ANGEL, SOLAR (ADVANCED)
Large Outsider (Angel, Extraplanar, Good)
Divine Rank: 0 (quasi-deity)
Hit Dice: 33d8+363 (627 hp)
Initiative: +15
Speed: 80 ft. (16 squares), fly 150 ft. (good)
AC: 51 (–1 size, +11 Dex, +21 natural, +10 deflection) touch 30, flat-footed 40
Base Attack/Grapple: +33/+52
Attack: +5 vorpal dancing greatsword +53 melee (3d6+27/19-20) or +2 composite longbow (+5 Str bonus) +46 ranged (2d6+7/x3 plus slaying DC 20)
Full Attack: +5 vorpal dancing greatsword +53/+48/+43/+38 melee (3d6+27/19-20) or +2 composite longbow (+5 Str bonus) +46/+41/+36/+31 ranged (2d6+7/x3 plus slaying DC 20)
Face/Reach: 10 ft./10 ft.
Special Attacks: Spell-Like abilities, spells, slaying arrows
Special Qualities: Damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immune to polymorphing, petrificaiton, or any other attack that alters its form, energy drain, ability drain, ability damage, mind-affecting effects, acid, cold, and electricity, fire resistance 10, protective aura, regeneration 15, spell resistance 37, tongues, immortal
Saves: Fort +29 (+33 against poison), Ref +29, Will +28
Abilities: Str 40, Dex 32, Con 32, Int 29, Wis 31, Cha 31
Skills: Concentration +47, Craft or Knowledge (any five) +45, Diplomacy +46, Escape Artist +47, Hide +43, Listen +46, Move Silently +47, Search +45, Sense Motive +46, Spellcraft +45, Spot +46, Survival +46 (+48 following tracks), Use Rope +47; deities and synergy bonuses (+2)
Feats: Blind-Fight, Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Quicken Spell-Like Ability (heal), Track.
Epic Feats: Automatic Quicken Spell (x2).
Environment: Any good-aligned plane
Organization: Solitary or pair
Challenge Rating: 31
Treasure: No coins, double goods, standard items, plus +5 vorpal dancing greatsword plus +2 composite longbow (+5 Str bonus) of slaying
Alignment: Always good (any)
Advancement: 34-66 HD (huge)
Level Adjustment: --

The creature resembles a towering, powerfully built human with brilliant topaz eyes, silvery (or golden) skin and gleaming white feathered wings.

Solars are greatest of the angels, usually close attendants to a deity or champions of some cosmically beneficent task (such as eliminating a particular type of wrongdoing). Solars are powerful enough to be deities themselves but choose not to have worshipers.
A Solar has a deep commanding voice, and stands about 10½ feet tall. It weighs about 800 pounds.

COMBAT
Solars are puissant champions of good. Only the most powerful fiends approach their power. Even more fearsome than their +5 vorpal dancing greatswords are their +2 composite longbows that create any sort of slaying arrow when drawn.
A solars natural weapons, as well as any weapon it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction. Their weapons will be either silver (for chaotic good solars) or cold forged iron (for lawful good solars), or a 50% chance of either (for a neutral good solar).
Regeneration (Ex): A solar takes normal damage from epic evil-algined weapons and from spells or effects with the evil descriptor.
Spell-Like Abilities: At will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, invisibility (self only), holy smite (DC 24), imprisonment (DC 29), lesser restoration, polymorph (self only), power word stun, remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead (DC 23), waves of fatigue; 3/day—blade barrier (DC 26), earthquake (DC 28 ) , heal (DC 26), mass charm monster (DC 25), permanency, resurrection, waves of exhaustion; 1/day—greater restoration, power word blind, power word kill, prismatic spray (DC 27), wish. Caster level 20th. The save DCs are Charisma-based.
The following abilities are always active on a solar’s person, as the spells (caster level 20th): detect evil, detect snares and pits, discern lies (DC 24), see invisibility, true seeing. They can be dispelled, but the solar can reactivate them as a free action.
Spells: Solars can cast divine spells as 20th-level clerics. A solar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any other from its deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/9/9/8/8/8/7/6/6/6; save DC 20 + spell level): 0 level—create water, detect magic, guidance (2), resistance (2); 1st level—bless (2), cause fear, divine favor (2), entropic shield, obscuring mist*, shield of faith, sanctuary; 2nd level—align weapon, bear’s endurance (2), bull’s strength (2), consecrate, eagle’s splendor, spiritual weapon*, silence; 3rd level—daylight, invisibility purge, magic circle against evil, magic vestment*, prayer (2), protection from energy, wind wall, zone of respite; 4th level—death ward (2), dismissal (2), divine power*, neutralize poison, bane weapon, blindsight; 5th level—break enchantment, control winds*, dispel evil, plane shift, righteous might (2), symbol of pain, greater command; 6th level—banishment, chain lightning*, hero’s feast, mass cure moderate wounds, undeath to death, word of recall, energy immunity; 7th level—control weather*, destruction, dictum, ethereal jaunt, holy word, regenerate, fortunate fate; 8th level—fire storm, holy aura, mass cure critical wounds (2), whirlwind*, greater spell immunity; 9th level—etherealness, elemental swarm (air)*, mass heal, miracle (2), storm of vengeance
*Domain spell. Domains: Air and War

What do you think?

Your Immortal DM
 
Last edited:

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