Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Animate Weapon
Circumstance: Trigger: The solar hits with a melee weapon Strike while Animate
Trigger: The solar hits with a melee weapon Strike while Animate Weapon is not already in effect; Effect The solar's weapon leaps into the air and moves with the solar as if held with both hands. The weapon gains the effects of the dancing weapon rune for 1 minute.
Ability
Arrow of Mortality
The solar doesn't need to provide ammunition for their bow. When they draw their bow, they create a magical arrow of light that sheds bright light in a 20-foot radius until the end of the solar's next turn. On a critical hit with the arrow, if the target has 75 or fewer Hit Points after taking the damage, it drops to 0 Hit Points and becomes dying 1 (or, if it was already dying, increases its dying value by 3).
Ability
Aura of Protection
(abjuration, aura, divine) 20 feet. Allies in the solar's aura gain a +2 status bonus to AC against evil creatures and a +2 status bonus to saves against effects from evil creatures. The bonus increases to +4 against control by evil creatures and attacks by evil summoned creatures. When the solar or an ally is hit by an attack from a creature in the aura, that foe must succeed at a DC 43 Will save or be blinded for 1 minute (this is an incapacitation effect). It's then temporarily immune for 1 minute.
Ability
Change Shape
(concentrate, divine, polymorph, transmutation) The solar can take on the appearance of any Small or Medium humanoid. This doesn't change their Speed or Strikes.
Ability
Divine Innate Spells
DC 46, spell attack +38; 10th charm, power word stun, remove curse, remove disease, revival; 9th dispel magic (at will), heal, overwhelming presence, power word blind, power word kill, sunburst; 7th plane shift, remove fear (at will); 6th restoration (at will); 5th breath of life, death ward; 4th dimensional anchor (at will); 2nd invisibility (at will; self only); Constant (10th) detect alignment (evil only), tongues, true seeing
Ability
Holy Armaments
(divine, evocation) Any weapon gains the effect of a holy property rune while a solar wields it.
Ability
Rituals
DC 46; 8th freedom, imprisonment; 5th call spirit, resurrect; 2nd animate object; 1st angelic messenger
Offense
Melee
Circumstance: combat round (melee)
holy greatsword +44 [+39/+34] (good, magical, versatile P), Damage 4d12+22 slashing plus 2d6 good
Offense
Ranged
Circumstance: combat round (ranged)
holy longbow +40 [+35/+30] (deadly d10, good, magical, propulsive, range increment 100 feet, volley 30 feet), Damage 4d8+17 piercing plus 2d6 good and arrow of mortality
Trait
Angel
This family of celestials is native to the plane of Nirvana. Most angels are neutral good, have darkvision, and have a weakness to evil damage.
Trait
Celestial
Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.
Item
+3 major striking greatsword
+3 major striking longbow
Language
Draconic
Infernal
tongues
Perception
darkvision
true seeing
Weakness
evil 25