Sun Priest


Level KXP Priest
123 456 78
1 0 20- --- --
2 2 210 --- --
3 4 321 --- --
4 7.5 422 --- --
5 12.5 432 0-- --
6 20 432 1-- --
7 35 443 1-- --
8 60 443 20- --
9 90 543 21- --
10 125 543 320 --
11 200 553 321 0-
12 300 554 432 1-
13 750 655 543 2-
14 1150 666 654 3-
15 1550 666 666 4-
16 1950 666 666 5-
17 2350 666 666 6-
18 2750 666 666 60
19 3150 666 666 61
20 3550 666 666 62
21 3950 666 666 63
22 4350 666 666 64
23 4750 666 666 65
24 5150 766 666 65
25 5550 776 666 65
26 5950 777 666 65
27 6350 777 766 65
28 6750 777 776 65
29 7150 777 777 65
30 7550 777 777 75
31 7950 777 777 76
32 8350 777 777 77
33 8750 887 777 77
34 9150 888 877 77
35 9550 888 888 77
36 9950 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+1  5  3  4  3  2  2  2  1
+2  6  4  5  4  3  2  2  1
+3  7  5  6  5  4  3  2  1
+3  8  5  7  6  4  3  3  2
+4  8  6  7  7  5  4  3  2
+5  9  7  8  8  6  4  4  2
+5 10  8  9  9  7  5  4  3
+6 11  8 10 10  7  5  4  3
+7 11  9 10 11  8  6  5  3
+7 12 10 11 12  9  6  5  4
+8 13 11 12 13 10  7  6  4
+9 14 11 13 14 10  7  6  4
+9 14 12 13 14 11  8  6  5
+10 14 12 14 14 11  8  7  5
+11 14 13 14 14 12  9  7  5
+11 15 13 14 14 12  9  8  6
Requisites: Wis 12, Chr 15
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest
 
Gets Chr (not Wis) bonus to spells.
Bonus grand in Sun sphere.
Replace the d20 roll for what you roll for Turn Undead with d30. Replace the d12's for number turned with d20's.
Level N (every level): Using the list below, pick an immunity, or pick the ability to ignore people's immunity to something on the list below. (e.g. As a pick, you can ignore people's immunity to Sun sphere spells.)
A. Immune to Blindness
B. Immune to Chromatic and Color (e.g. Color Spray) effects.
C. Immune to Cold and Natural Cold (you Resist other variants such as Holy Cold).
D. Immune to Fire (and variants such as Holy Fire and Natural Fire). Immune to Heat.
E. Immune to Gravity (but not TK / falling damage)
F. Immune to Light (and all variants)
G. Immune to Plasma and Natural Plasma.
H. Immune to Positive Energy (includes Unlive positive energy levels).
I. Immune to Prismatic effects.
J. Immune to Sun sphere spells.
K. Immune to Sunstone and Midnight Sunstone (unusual materials)
L. Immune to Vacuum. Need not breathe.
New Sun Spells:
Mini Restoration (SL=1): Removes 1 negative level or 1 stat damage, or causes 4+CL Positive Energy damage to one target (no save).
Sun Shield (SL=2): Damaging shield (50% back) of type Holy Plasma. You Resist Cold while running this.
Searing Light (SL=3): CLd8 Holy Light damage to one target (no save; x2 dmg vs. Undead)
Sun Snake (SL=4): Summons a Sun Snake (a DL VI monster). You have a Sun Snake summon slot in addition to your normal summon slot. You are allowed to have 2 Sun Snakes (one in each slot).
Prismatic Strike (SL=5): Like Prismatic Spray, but only 1 target, and on a "8", you choose the result (instead of giving 2 random results). (You could of course material component this spell to hit a group.)
Dust (SL=6): "Dusts" (D) an Undead or Negative Energy creature (no save, no limit on HD or type of undead).
Holy Word Blind (SL=7): Target is blinded, and cannot target or attack anything (no save, no MR).
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Star Swarm (SL=9): Like Planet Swarm, but 4 Stars (each does 2 idmg, no save, no MR)