Holy warriors ready to defend the Material Plane against demonic invasion, solar channelers are effective healers and spellcasters until the situation demands melee combat. Then they become furious angels.
Channel Healing (Su): By expending one daily use of your ability to turn undead and channeling that energy toward a willing ally, you can cast any cure spell as a swift action, or you can cast a cure spell on a target up to 30 feet away. You can do both in the same round, but doing so expends two daily uses of your ability to turn undead.
Turn Undead (Su): You add your solar channeler level to your effective level for turning undead granted by any other class to determine your effective level for turning undead. For example, if you're a 7th-level cleric/1st-level paladin/1st-level solar channeler, you turn undead as if you were an 8th-level cleric.
Spellcasting: At every level except 1st, 5th, and 10th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the solar channeler level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a solar channeler, you must decide to which class to add each eligible solar channeler level for the purpose of determining spells per day ,caster level, and spells known.
Lesser Channel Solar (Su): Beginning at 5th level, you can expend one of your daily uses of your ability to turn undead as an immediate action to transform into a powerful creature that looks like a solar (MM 12). At the beginning of each of your subsequent turns, you must use a swift action to expend one additional daily use of your ability to turn undead. If you do not or cannot do so, you return to your normal form.
While you are in solar form, your body and gear are replaced by a body and a magic greatsword like those of a solar. You become a Medium creature (if you were of a different size before), and you lose the ability to cast spells and to use the class features of your normal form while you're in solar form (except that you can expend daily uses of your ability to turn undead in order to maintain the altered form).
For as long as you maintain solar form, you don' t have access to items worn, held, or carried by your normal form, although your AC remains the same. The greatsword disappears if it leaves your grasp, bur you can spend a move action to make it reappear in your hands. Your attacks, damage, and speed change as described on the following table. All other aspects of your character remain the same.
Level |
Greatsword Attacks |
Speed |
5th |
+20/+15/+10 (2d6+9/19-20) |
fly 90 ft. (good) |
6th |
+21/+16/+11 (2d6+10/19-20) |
fly 90 ft. (good) |
7th |
+22/+17/+12 (2d6+11/19-20) |
fly 90 ft. (good) |
8th |
+23/+18/+13 (2d6+12/19-20) |
fly 120 ft. (good) |
9th |
+24/+19/+14 (2d6+13/19-20) |
fly 120 ft. (good) |
10th |
+25/+20/+15 (2d6+14/19-20) |
fly 150 ft. (good) |
Greater Channel Solar (Su): At 10th level, you can remain in solar form for 1 minute for each daily use of your ability to turn undead that you expend.