THe taal
Lie it
The
SUL avid Ets ROLE iM
D&D
by Chris Tulach « illustrated hy Jeff Laubenstein and Chuck Lukacs
he sun is perhaps the
most enduring and
important symbol
throughout the mythological
and religious tapestry of time.
‘The ultimate symbol of
authority, itis also the great
bringer of life, ushering
the land out of the death
of winter and into the
renewal of spring, Itis a
‘constant, never-changing
foree and a wellspring of
hopeand guidance.
Inks i OTY
avd Avtlr
‘The use of the sun and its
aspects grounds a world’s
‘mythology in a-constant primal
foes! Pocusingen beet treatesan
instant familiarity and connection for players
involyed'in such'a campaign, While the sun is tradi-
tionally personified with’a variety of traits,a notewor-
thy few bear mentioning.
‘Masculinity: The sun is frequently portrayed as a
masculine figure in many cultures, such as Apollo in
the Greek and Roman pantheonsand Rwof Egyptian
mythology. As such, the sun is oflen assigned the attri-
butes of strength, stamina, and virility.
‘Light is Lifes Life is the jift the sun brings to the world,
‘The growth of plants and thus the foundations of animal
life are directly tied to the sun’s presence. Ever since man-
kind Jeamed the ways of agriculture the imiportance of the
stin asa lifé-giver has been understood.
‘The Mind: Reason and knowledge have always been
the province of the sun. Knowledge and learning are
often described asa light oF illu-
mination. Wisdom and willpower
are also traits of the sun, "The sun
‘governs the aspects Of the ego'and
saan's control over hisbaser
instincts, Itis also associated
‘with the gifts of wisdom and
the ability to distingaish
truth fgom falsehood.
Authority: The double-
edged swondlauthority
tepresents isa hallmark
of the sum Tt rises high
in the sky above everyone
anid everything, casting its
light down upon the whole
of the earth It isthe Largest
heavenly body and wields the
greatest power over the land. The
sun's presence brings great joy with its
regenerative propertics ora terrible curse
through its oppressive heat.
Hope: Hope is.as everlasting as the sun, and indeed is
often associated with it.The fearful unknown of hight is
dispelled when the sun artives to begim tht day. People
Jook to the sun to provide life-giving lightand are joy-
cust the resplendence of'a warm saihniy day.
soLar.Caléudars
1 six ele Sat a tly a calla Dot Ret Bye
position of the world on its revolution around the sun.
‘On Earth, solar calendars are generally’365 dis Jong, but
depending on the campaign wodld they might he longer
or shorter, Those creating solar calendars fortheit own
campaign should determine biow far away the sun is from
the planet, how long it takes for the planet to make one
rotation (isthe engl of one day dlhow logit takes
February2006 DRAGON340 4344 DRAGON 340 Fat
be planet torevelve aroundt(thus, them to be placed where ite. syallows the sun during its time o
yath of one yeat): Shortening on a Eantasy cal
Some of inion. Its atime when chao
hening thetimeittakesfor effects preser ate lav, and the hopeful natu
> revolve around the sun use, but others are very rare. These he sun is overshadowed
the sun to revolve around the tunusual occurrences are seen as the A solar eclipse bestows a caster
corid, depending on howeelestial —_sign of a great ever be it good « level on divine spells cast by druids,
dies work in your campaign) evil such as the rousing of paladins. and clerics who
cunatic effect on cimateandsea dragon, the birth of the next kingor the sin or a sun deity, or fea
sons. To keep things easpand provide the discovery of a lost mag. ture itasa prominent part of their
some familiar ground, it might philosophies. Onice the eclipse
3c best to have the primary passes; this penalty is lifted
world of the campaign mirtor Solar eclipses lst from a few
Earth’s celestial movements minates toa number of hours.
Fl A total solar eclipse is
dark and power
those who venerate the su
If you're creating your awn a sun deity. Spellcastix
fantasy earnpaign, you should levels are halved (roune
consider how the cosmology of down) during this time. As
that world takes shape, A good once it
place to-startis with the sun passes, the penalty is lifted. Te
itselfand deciding exactly
how many hang in the sky.
A world created with
solar eclipses are very sk
asting only a scant few minute
However total eclipses remain
ther
multiple suns might be a ina
{esolate place, blasted by 2 good deal longer, bath before
furnacelike heat with litte and after the total eclips
espite ftom the light oi
ot g Das
Mubrequant, Ukghey
‘Campaigns sel on worlds with,
world, teeming with forests
both suns being farther from multiple suns face the possibil
the planet n adesert ty of going for days or even
world, This is a great way to months without a true night.
ntroducean “alien” world Pethaps the suns typically travel
to plane-hopping characters together, giving a semblance te
Using amultiple-sun world day and night except for on
asa primary campaign of the year where their dusks
setting poses a number ¢ and dawns correspond with o1
challenges, especially whe mother. Such a day would be
ranging the length oftheday.ir — S@Lar CLA really celebrated by those who 0
this isdone, sleep cycles may need solar eclipse, when ther ship the sun, whovare at +1 caster leve
adjustment, os well as rules de hadow cr face of or the entire day and cain wsieany
fa day. For earth, seems as t litional
he day to.one ofithe'suins, and al _ recorded time, solar eclipses—espe The opposite of this is'a world that
Jaily effects refresh on its schedule» eially total solar eclipses (where the is aecustomed te the unending day
sun's light is completely J— with one of their many sunsale
Sere events of surprise anditerror. inthe sky (although one or more of
Aside from rising and seiting each While purtial solar eclipse hese suns might be dimand ineffee
day, other solar eventsmight occur fairly common, total solare¢lipses are tive, making an effective nighttime
throughout the year. Although mod- relatively cire—oceurring about o In sue J,a trienight might
emastronomers can forecast these per year somewhere in | A come only rarely, making for an
events, their infrequency make total solareclipseisatimeofgreat evening full of evil omens and true
hem seem almostrandom, allowing dread and fear, forthe aspect of night darkness. £
r¥ 2006SOLAR CONJUNCTIONS
During a solar conjunction, great events and powerful portents
PP occur with some frequency. The following effects ae just some of
the possibilities.
4% The save DCs for any spell cast during the conjunction increases by +4.
%@ Everyone who stands in the light of the conjunction gains fast healing
5 for the duration.
Creatures of the fire subtype gain the benefits of a heal spell amd are
immune to cold damage for the duration of the conjunction.
4% All those in the light of the conjunction gain a +4 insight bonus to
their Intelligence and Wisdom for the duration ofthe conjuntion
‘@ Plants grow at the rate of one day (or even week) for each minute of
the conjunction,
#4 A total of 10% of all plants in the area wither and die for each minute
‘the conjunction lasts.
Other possible events include the sparking ofa rebellion, the birth of a
‘great or terrible leader, or the rise of a new evil.
night, divine spellcasters who vener- divine power, Venerating the sun
ate the sun are at-1 casterlevel and itself the order does not assign it
allundead gain turn resistance +2 —_the qualities ofa physical being,
(this stacks with any turn resistance tis a thing of energy, light, and
they might have), sustenance, and earinot be ascribed
Worlds with only one sun might a true physical form. However, the
still see either of these solar events, sun shows good omens through its
but they would be very rare indeed. favored beasts—the lion and the
E ; hawk. In the monstrous world, the
SoLar COMJUUCTEOUL, — gold dragon is said to'be the sun's
‘Campaigns set in worlds with emissary, the only creature that has
three or more'suns have the pos- touched the sun and brought back
sibility of the rare solar conjunc- _ its wisdom to share with those who
tion, where two or more of the
suns line up in the sky or even
‘overlap. Such occurrences should
be exttemely rare, depending
‘upon the number of suns. A larger
number makes total conjunctions
(where all the suns align ot over-
Jap) extraordinarily rare, however
Jesser conjunctions involying only
some of the suns would be more
common. When such events do
‘ocour, they might only last fora
few rounds or minutes at most,
making nearly any effect possible.
See thie solar conjunction sidebar
for some possibilities,
qe Order of
rhe, Fherval
Urge hit,
Rather than a sun-based religion
focused onan anthropomorphic
deity, the Order of Eternal Light
worships of the sun as its own
seek it out. The spear is the physi-
cal embodiment of the shafts of
light the sun brings down upon the
World, and devout followers of the
order carry one whenever they are
away from home.
wre Eternal Light,
Greater Deity (Lawful Neutral)
Shining down upon its loyal subjects,
the Eternal Light is venerated in many
surfice cultures. Although many
names for it exist, the sun is known
for its wisdom, lawfiilness, and the life
giving light and warmth it sheds.
‘The Order of the Eternal Light's
symbol of the sun has eight rays
(projecting out fromits center, These
‘eight rays form the principal tenets:
(known by the faithful as "The
Gifts”) of the sun’s religion: Hope,
Inspiration, Justice, Life, Order, Rea-
on, Station, and Wisdom. Even lay
worshipers learn the importance of
‘The Gifls and how to incorporate
them into their Hives:
‘The Order of the Btémal Lightis
broken into two.sects; kndwa only
to those initiated into the onder
‘To lay worshipers and common
{lk, the order appears as.a unified
‘church, whith is exactly the image
1t wishes {0 maintain. The largest
sect of the order is the "Resplen-
dents.""These eletics are usually
Jawfil good or lawfal neutral in
alignment, and many paladins and
monks fill their ranks as wel (see
the illuminated monk and paladin
‘of light substitution levels). They are
‘equally acgepting of both men and
‘womenyas they believe the sun does
‘not favor one pender above another.
Most Resplenclents strive tolive up
to the tenets of The Gifts, believing,
them the core of their faith,
A slightly smaller seet kmown as
the “Caretakers” emphasizes the
Justice; Order, and Station aspects of
‘The Gifts. These dleries are usually
Of lawfil neutralor Lawful evifalign=
‘nents (Commonly choosing the
‘Law.and Sun domains), and their
doctrine is often laced with male
chauvinism. They believe that énily
‘men can become true priests in the
order, and that the fll knowledge of
‘The Gift of Reason is only imparted
to men by the sum. Women can
‘become initiates or acolytes, but
cannot advance any furtherin this
sect of the order.
Portfolio: Life, reason. knowledge,
order, hope, and leadership.
Domains: Hope (new domain),
Knowledge, Law, Plant, San.
Glerie Training: Prospective
members are broughtinte the order
as initiates, where they learn-the
importance of The Giftsupon theit
Society, Initiates Weak OFIMRE robes,
-wooden holy symbols patted yel-
Jonand typically wind up in servige
to clerics. Afler 2 term of service
lasting two years initiites undergo
tests of faith and learning they
pass, they become acolytes and are
bestowed yellow robesand brass holy
symbols. Acolytes.are then usually
Februsry2006 DRAGON 340 45SUBSTITUTION LEVELS
‘Asubstitution level isa level of a given class that you take instead
of the level described for the standard class. Selecting a substitu-
tion level is not the same as multiclassing—you remain with the
class for which the substitution level is taken. The class features ofthe sub-
stitution level simply replace those of the standard level.
For each class with substitution levels, you can select each substitution
level only ata specific class level. When you take a substitution level for
your class ata given level, you give up the class features gained at that level
for the standard class, and you get the substitution level features instead,
‘You can't go back and gain the class features for the level you swapped
‘out—when you take your nest level in the standard class, you gain the next
HOPE DOMAIN SPELLS
.g00d:aligned) war deities.
Deities: The Eternal Light.
ose. es
immunity to fear; temporary hp.
ability scores.
tests, they are awarded the title
wherein he receives a golden trim
‘4G DRAGON 340 February 2005
higher level as if you had gained the previous level normally.
Possessed by dries ofthe Order ofthe Eternal Light, the Hope domain can
also find a hore with other deities ofthe sun, courage, or even some (usually
Granted Power: Once per day, when you fila skill check, attack rll, or
saving throw, you may roll 1d6 and add itto the result. This ability is used after
the result of the roll or check is revealed, but before any other ations are taken.
‘Bless: Alles gainiya/on attack rolls and saves against fear.
‘hid: +1 0n attack rolls, «1 against fear, 1d8 temporary hp +s/level (max +30).
‘Heroism: Gives +a on attack rolls; saves skill checks.
‘Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves and checks.
“Atonement”: Rettioves burden of misdeeds from subject.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks;
7 Restoration; Greater: As restoration, plus restores all levels and
‘8 Planar Ally, Greater’: As lesser planar ally, but up to 18 HD.
9) Miracle’ Requests a deitys intercession,
selected by elder clerics to learn. on their white robe and.a solid gold
from (or languish under) fora holy symbol. Radiants typically act
period of four years. Ifthey prové as advisors to powerful nobles and
themselves worthy and pass more community leaders.
‘Quests: Every year; major temples
ofleric. Theiryellow robes are _dedicated to the Eternal Light send
‘replaced with white,and they are _ out eight members on sacred quests,
given bronze holy symbols. Clerics each tasked with one of The Gifts to
typically go outin'the worldand spread across the Land: "These quests
proselytize, binging glory to their _usually inyolve bringing the tenets
community, rulers, and the order. to those who lack them, such as
Clerics are the most visible fice bringing hape to the sick, inspiring
‘ofthe order encountered outside artisans to achieve their fll poten-
their enclaves,and many are adven- _ tisl,and showing the path of husmnil-
turers, IPa cleric spreads the tenets ity o those who lack it
of the order and accomplishes Prayers: Those who venerate
greatthings in itsname,he might the Eternal Light pay homage to
be awarded the title of radiant, the sun god just before dawn each
day. Such prayers last throughout
the sunrise, concluding once the
sun has fully risen, Additional
prayers are offered when the sun
is at its peak and just before dusk.
‘On worlds with multiple suns, the
Order of the Eternal Light prays
during each sunrise and when all
ofthe suns are in the sky together
‘Temples: Temples of the Order
of the Eternal Light are typically
the largest buildings in their com-
munities, blessed with golden
sun adornments, stained glass,
and incredible vaulted ceilings.
Windows are ever present, and the
variety and craftsmanship of the
stained glass used in their construc-
tion is among the greatest in the
world. In addition to a lange worship
caveaythe terople typically hasan
‘extensive library. In many communi-
ties, the Order of the Bternal Light's
library is the largest, and the biggest
‘among them rival the greatest secus
lar libraries found at bardic colleges,
wizard schools, or universities.
Rites: The Order of the Eternal
Light communes with the sun and
receives its wisdorm in the form of
rigorous edicts. As keeper of the
secrets of agriculture, history, lineage,
nd invention, the sun's inspiration
provides the order with the power to
cnrich and strengthen communities.
‘As such, those who follow the Eternal
Light often preside over agricultural
festivals and give blessings to Farm
xs and their fields: They also keep
important records in mos! comsnuni-
ties concerning the history and gene-
alogy of the townsfolk.
Heralds and Allies: ‘The herald
ofthe Btemnal Light is Coroma,an
awakened 18 HD celestial dire lion
who radiates light like the daytime
sun,’The Eternal Light's allies are all
‘manner of lions, hawks, and flying
celestials (especially lantern archonis).
Favored Weapon: Spear.
SOLAL >
SULSGaLUEO
Lvs
In campaigns where the sun is
significant force in the world, someclasses might function a bit differ-
ently, gaining power and wisdom
from the sun's rays, Two examples
are presented here as substitution
levels, the illuminated monk and
the paladin of light. See the sub-
stitution levels sidebar for more
information on how substitution.
Tevels work
HLluminated mone
‘Some monks find focus in medita-
tion, cloistering themselves away to
hone their intellects as well as their
physiques and wits. Iluminated
monks often serve as archive-keep-
ers in libraries and teachers in
schools and universities. Just as the
sun personifies reason and wisdom,
the illuminated monk studies all
varieties of lore and passes on his
knowledge to others.
Hit Die: d6.
Requirements
“To take an illuminated monk substi=
tution level, a character must come
from a sun-centered society or wor-
ship a sun deity, and must be about to
take his ast, and, or 6th level of monk.
‘Class Skills
Illuminated monk substitution lev-
els grant the same class skills as the
standard monk class. n
‘Skill Points at Each Level: 4 + Int
modifier (or four times that number
as a beginning character).
Class Features
All of the following are features of
the illuminated monk's substitu-
tion levels.
Bonus Feat: At 1st level, an illu-
minated monk may select Skill
Focus as a bonus feat. At and level,
an illuminated monk may select
either Investigator or Negotiator as
abonus feat.
‘These substitution features
replace the standard monk's bonus
feats gained at ist and and level.
Meditative Focus (Ex): At 6th
level, the illuminated monk can use
‘meditation to focus his mind on the
ILLUMINATED MONK
Base
Attack Fort Ref
Level Bonus Save Save
Ist 40. a2 +2
Ind 41 4343
oth 44 5 +5
details of a particillar skill. Every
day at dawn, the illuminated monk
may spend 15 minutes int quiet con-
templation, meditating on the spe-
cifies of a certain skill. He cannot be
interrupted during his meditation.
or he must start the process over
again. Until the following dawn,
he receives the skill mastery ability
(see thie rogue class feature in the
Player's Handbook, page 51) for that
skill, Each morning, the illuminated
monk may change the skill mastery
he receives with meditative focus.
‘This Substitution feature replaces
the standard monk's bonus feat
gained at 6th level.
raALADEV. Oe
LIGHT
While the paladin usually focuses his
holy crusades against the forces of
evil, some paladins find themselves
drawn into the war between dark-
ness and light. While there are cer-
tainly similarities that can be drawn
between darkness and evil, the pala-
din of light sees darkness asa force
that transcends the evil of mortals
and encompasses loss, suffering, and
‘woe. The paladin of light, being an
ally of the sun, also receives gifts to
help withstand its heat.
Hit Die: dio.
Requirements
"To take a paladin of light substitution
level, character must come from a
sun-centered society or worship a sun
deity, and must be about to take her
ist, and, or 6th level of paladin.
Class Skills
Paladin of light substitution levels
grant the same class skills as the
standard paladin class.
will
Save Special
42 Bonus feat; flurry of blows,
unarmed strike
+3 Bonus feat, evasion
45 ‘Meditative focus, slow fall 30 ft.
Skill Points at Each Level: 2 + Int
modifier (or four times that number
as a beginning character),
CLass e&aturés
‘All of the following are features
of the paladin of light’s substitu-
tion levels.
Detect Night Creature (Sp): At
will, a paladin of light can detect night
creature;as the spell (see Sun Spells).
‘This substitution feature
replaces the standard paladin’s
detect evil class feature gained at
ast level
Cooling Touch (Su): Beginning
at and level, a paladin of light
with a’ Charisma score of 12 or
higher can provide creatures with
fire resistance by touch. Each day
she can grant a total number of
points of fire resistance equal to
her paladin level x her Charisma
bonus. This fire resistance lasts
for-1o minutes per paladin level.
For example, a7th-level pala-
din of light with a 16 Charisma
(43 bonus) can provide up to 21
points of fire resistance per day.
A paladin of light may choose to
divide her points of fire resis-
tance among multiple recipients,
and she doesn't have to use it all
at once, Using cooling totteh is a
standard action.
‘This substitution feature replaces
the standard paladin’s lay on hands
cass feature.
Remove Curse (Sp): At th level,
paladin of light ean produce a
remove curse effect, as the Spell, once
per week. She can use this ability
cone additional time per week for
every three levels after 6th (twice
per week at oth, three times per
‘week at 12th,and so forth).
February 2006 DRAGON 340 47PALADIN OF LIGHT
; Base
a | Attack Fort Ref Will
Level Bonus Save Save _Save
4 lt A 2 0
Special Spells per Day
‘Aura of good, Sameas paladin
sig
divine grace
esi
Same as paladin
t—such as ahopefial spat and
+ trong, will,
| Benefits: You receive a 4.
Bonus on all Heal skill checks:
anda +1 bonus on Will saving
hu saves toresista fear
ject, ou receive an addi
bonus, fora total of +2.
"Special: You may only take this:
feat at ast level, Ifyou take this feat,
bonus fora total of #2.
‘Special: You may only take this
ceria
choice. 0 eee
aster
lak You may only take this
Benefits: You receive 3 +1 bonus.
“on all Intimidate skill checks and
ati bonus on Fortitude saving —_feata
throws, On saves to resista fire
4B DRAGON 340 Febrinry 2006
any time. Once per day, you may
You must possess Skill Foc
effect, you receive an additional +1
feat at 1st level. Ifyou take this feat,
‘you cannot take any other birth feat
"you cannot take any other birth feat, POY under a
Sous TV. tert lan
soem Sy
| ee . *
Fyou take this feat,
"you cannot take any other birth feat,
of bushy
eral
Your focused learning has given you
savantlike reeal from time to time,
as well as unflappable eatin.
Prerequisites: Born Under a Setting.
Sun, Skill Foeus any one Knowledge
skill character level 6th.
Benefits You are able to take 10
on Concentration skill ehecks at
take 20 on a Knowledge skill check,
| using with this ability. a?
Spit) OF Daw
(cameral)
Your hopefial Spirit has an effect
uupom your allies
Prerequisites: Diplomacy 2
ranks, Born Undera Rising Sun,
character level 6th.
Benefits: Your bonus to save
against fear effects increases to
+4, Once per day, you may shout
‘out words ofencouragement
thergdighs conde
swifbaction, and you must be
able to.speak to use this ability.
All allies who hear and-under-
stand your words (including
you) receive a42 morale bonus
on Will saves for a number of
‘rounds equal to your Charisma
modifier (minimum 1).
PEM. ae Lcé @f een.
tcevral.)
You can bring your anger to the sur
face and manifest it in the terrible
fary ofthe sun's power.
Prerequisites; Born Undlér'a High
‘Sun, Power Attack, character Tegel 6th.
snay eall fo
reap
= flaming weapon iY ranle
of rounds equal to your Charisma
modifier (minimum 1), Projeétile
weapons bestow this property on
their ammunition.