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Solar Bloodline
Praise the Sun!
Bloodline Skill: Perception
Bloodline Arcana
Requirements: BaB or CL 1, Perception 3, 5 EXP
Whenever you inflict fire damage on an enemy (or enemies), the effect deals +1 point of damage per die rolled.
Sunsight (Su)
Requirements: BaB or CL 3, Perception 5, 9 EXP
You gain low-light vision and cannot be dazzled. In addition, you gain a bonus equal to your CL/BaB on saves against blinding effects.
Friend of Fire (Su)
Requirements: BaB or CL 5, Perception 7, 15 EXP
You gain fire resistance 10. In addition, when in contact with flame or a burning object (including a flaming weapon, lantern, or torch), add +1 per die to any healing effect of which you are the target. At CL/BaB 10, your fire resistance increases to fire resistance 20. At CL/BaB 20, you receive full immunity to fire.
Cleansing Flames (Su)
Requirements: BaB or CL 9, Perception 10, 27 EXP
Twice per day, you can use fire to restore the health of yourself or your allies. As a standard action, you can wreathe your hand in a halo of flame and touch yourself or another creature. The touch heals 1d8 per CL/BaB points of damage. You can also remove one of the following conditions affecting the target:
- 1d6 points of ability damage
- blinded
- confused
- dazzled
- deafened
- diseased
- exhausted
- fatigued
- nauseated
- poisoned
- sickened
Praise the Sun (Su)
Requirements: BaB or CL 15, Perception 15, 45 EXP
You begin to radiate with the holy cleansing light of the sun. You radiate true daylight in a 30 ft. radius spread around you, which may be suppressed at will. Additionally, you may spend 4 MP/TP to generate a Sunbeam effect, with a CL equal to your Hit Dice.
Solar Ascension (Su)
Requirements: BaB or CL 20, Perception 20, 60 EXP
As a full round action, you may ascend to a solar being. Whilst in this form, any hostile creatures perceiving you must make a Will save (DC 10 + your caster level + your primary casting attribute) or be permanently blinded. Your light spells count as two levels higher for the purpose of counteracting darkness spells, and any damage-dealing fire spells you cast are automatically maximized. If you wield a weapon with the Flaming property, the bonus damage is doubled (for example, a flaming longsword would inflict 4d8 points of damage).
