RRRRPRIEST of PELORRRRR


This is my 3E specialty priest of Pelor character class.  If you have any comments, please post them on the message board.

Deity Information
Greater Deity
Aliases: Sol (in the former Great Kingdom); the Shining One, the Sun Father, the Invincible Sun
Portfolio: Sun, Strength, Light, Healing.
Symbol: Sun face
Plane: Elysium
Alignment: NG
Worshippers: Farmers, commoners, healers

Pelor is the sun god of the Flan people, and one of the most popular deities in the Flanaess.  Pelor's worship was adopted by the Oeridian peoples in their migrations across the Flanaess, and he was considered to be the same as their sun god, Sol.  In fact, one can see the influence of the cult of Sol in the heraldry of the former nations of the Great Kingdom of Aerdy (such as Nyrond, Almor, Ahlissa, North Kingdom, Ratik, Sunndi, and the Great Kingdom proper), many of whom still utilize the Oeridian sun disk in their national devices.  Though most of these nations today have reverted to the use of the sun god's Flan name, Pelor is still referred to as Sol by many people in Ahlissa, the North Kingdom, Rel Astra, and the Sea Barons.

The most ancient depictions of Pelor in the Flanaess, found in ancient sites in Tenh, portray him as a bronze-skinned, lion-headed man, wearing little more than a loincloth.  Later depictions, found throughout the Sheldomar valley, portray the sun god crossing the sky in a burning chariot of fire drawn by equally fiery horses. Pelor is sometimes portrayed alone in these images, while other times a charioteer guides the chariot while Pelor destroys evil with bolts of sunlight.  The image of the sun god in his chariot was (and still is) quite popular in the Sheldomar valley, as well as Oeridian lands. This image is popular even among adherants of the Old Faith, which sees Pelor as an anthropomorphic manifestation of the Sun itself.  In fact, eyewitness accounts of powerful druids summoning flaming chariots drawn by fiery horses are not uncommon, leading some sages to speculate the forms taken by divine magic are influenced by culture as much as by the Divine Powers themselves. Other depictions of Pelor portray him riding across the sky on the back of a mighty ki-rin, a creature whose name in the language of the Rover tribes translates as "Star Thought." In earlier times (other than his archaic lion-headed aspect) Pelor appeared as a dynamic, bare-chested man in the prime of life.  However, the sun god of today is shown as an older man in white, with wild hair and a beard of shining gold.  One thing that all depictions of Pelor have in common, however, are his eyes, golden orbs that glow like fire.

Some of the earliest creation myths of the Flanaess regard the Sun as one of the first gods to emerge from Darkness, along with his brother, Death, and their sister, the Oerth.  Together, the Sun and the Oerth had many children, among them the Moons (Luna and Celene), Light, and the Sea.  But Death grew jealous of his brother, and coveted the Oerth for himself.  So Death bribed the Moons to hide him from his brother's glare while he fathered his own wicked children upon the Oerth.  For this reason are Death and the life-giving Sun ever at war with one another.

A number of Pelor's servants have went on to acheive divinity or near-divinity.  Best known are Mayaheine, demigoddess of protection, justice, and valor; Johydee, Oeridian hero-goddess of deception, espionage, and protection; and Saint Bane the Scourger, patron saint of those who hunt undead.

Dogma
There are two basic tenants of the faith of Pelor: "Aid Those in Need" and "Vanquish Evil." The two tenants are meant to compliment each other, and a priest should never, for example, sacrifice compassion in his urge to see evil brought to heel.

"Aid Those in Need": Nurturers and protectors, the priesthood of Pelor is heavily involved in charity work and caring for the needy, the sick, the injured, the suffering, and the unfortunate. Priests of Pelor will the community by building orphanages, acting as midwives, providing education, officating at funerals and weddings, orany number of charitable works.  They are also expected to lend their strength to the weak, and to aid in the defense of their flocks.  They view kindness, mercy, and compassion as virtues which all must aspire to.

"Vanquish Evil": The priest is expected to be ever vigilant against the forces of evil, especially undead. Pelor considers undead to be abombinations, and his priests are expected to do their utmost to bring about the destruction of undead creatures.  After destroying undead, priests of Pelor will often say the last rites over the remains in order to lay the creature's soul to rest.

Appearance
Priests of Pelor favor yellow garb of varying shades, though many accentuate their yellow garb with accessories of gold, orange, white, and red.  For official services, priests dress in yellow robes, those of 7th level and above trimmed in gold.  Many wear their hair long and loose in imitation of the rays of the sun, but it is often tied back or otherwise secured in situations where it could be dangerous or a nuissance.  Males priests, especially the older ones, often wear long beards.

Services/Rituals
Services to Pelor are held in tall, airy, bright temples with open courtyards and lots of windows and/or skylights. On sunny days, services are often held outdoors.  Typical services consist of hymns, sermons, and prayers.

The Rover tribes used to engage in a bizarre ritual honoring Pelor called the Sun Dance, which is rarely practiced anymore due to the unwanted attention it draws from Iuz, who has forbidden the practice.  The Sun Dance took place during the week of Richfest (the summer solstice), and lasted from four to seven days, from sundown to sundown. Celebrating the renewal of life that the Sun brings, the participants would dance around a central pole (the "sun-pole"-suggested by some to represent the penis of Pelor).  The participants would offer up their flesh as a sacrifice, skewering their flesh with pieces of bone or wood, which were then attached to the top of the sun-pole by long hide ropes.  The dancers would then dance about the pole, staring straight into the sun, leaning away from the pole until their flesh gave way.  During this time, the participants would often experience visions.  After the dancers all tore free, or after four days, the Sun Dance ended.  The exhausted dancers were laid down on beds of sage and would recite their visions to the priest.  These visions could hold new songs, new rituals, or even prophecies of the future. The overall feeling for everyone present was one of renewal and balance and the relationships between people and nature were once again reaffirmed.
 The self-inflicted torture of the sun dance represented death, the struggle with the Reaper that all must go through.  The "breaking away" represented Pelor's victory over Nerull through rebirth and renewal brought on by the ever-rising sun.

Other Classes
Priests of Pelor make good adventuring companions, due to their healing spells, relatively good combat prowess, and ability to turn undead.  A priest of Pelor prefers his adventuring companions to be of good or neutral alignments.  The priest of Pelor may occasionally adventure with evil characters, so long as their overall goal serves the greater good.  Even so, a priest of Pelor will never engage in evil acts.  Factors such as alignment, race, culture, religion, etc being equal, relations with other character classes are generally as follows:

Adepts: Some adepts revere Pelor, while others tend to take the "druidic" view of the sun god.  Pelorites often see adepts as practitioners of "primitive" rituals and magic, but generally relations between the two are only hostile if the adept is evil or engages in rites the priesthood finds distasteful.
Aristocrats: As a deity of the common man, and a patron of the poor and disenfranchised, Pelor is not very popular with the upper classes.  However, many aristocrats will donate money to the church and aid in its various charity projects, as doing so bestows prestige in their social circles.
Barbarians: As a god of strength and the sun, Pelor is a deity most barbarians can easily identify with, even if his faith is unknown in their tribe.
Bards: Though not a faith that many bards are attracted to (most opting for deities like Olidammara, Fharlanghn, Lirr, or Lydia), neither is Pelor disliked by bards.
Commoners: Pelor is one of the most popular deities among commoners, especially the poor, who benefit greatly from the church's charity work.
Druids: The Old Faith sees Pelor, like many other gods, as an anthropomorphic manifestation of a natural force, which does not sit well with the priesthood of Pelor. Additionally, few Pelorite priests would be able to overlook the druidic practice of human sacrifice.  However, as long as theological discussions and ritual bloodletting are avoided, druids and priests of Pelor can work together quite effectively.
Experts: Experts may or may not honor Pelor, depending on their profession.  A locksmith would have little use for the church, but a gardener would likely make at least occasional offerings to the sun god.
Fighters and Warriors: Though more inclined to follow one of the more martial deities, a number of fighters revere Pelor and value his priests for their healing ability and power over undead.  
Monks:  A small number of good monastic orders are sponsered by the Church of Pelor, and other good monks respect the church for its charity work.  Neutral orders tend to be indifferent, and evil monastic orders (such as the Scarlet Brotherhood), have little use for the sun god.
Paladin: A number of paladins honor Pelor (though not as many as during the height of the Great Kingdom), and those not serving Pelor often find common ground with his priests.
Ranger: Though some rangers honor Pelor, others tend to view the sun god in a way similar to fighters or druids.
Rogue: Few rogues honor Pelor, and most view the Pelorite faith indifferently.  The church, however, tends to view rogues with more suspicion than other classes.
Sorcerers and Wizards: Though not a deity often followed by sorcerers and wizards, they usually regard Pelor's priests as valuable allies due to their combat skills and healing abilities, and the priests likewise value the powerful offensive magic of these professions.  


Game Rule Information
Alignment: NG, CG, LG, N
Race:  Human, Half-Elf, Elf, Halfling, Gnome, Dwarf, Half-Orc, others
Hit Die: d8
Multiclass: Not required.  Adept, Commoner, Fighter, Warrior most common.
Spheres: All, Charm, Community, Creation, Divination, Air, Fire*, Sun, Guardian, Healing, Protection, Summoning*

Class Skills
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana, religion) (Int), Profession (Wis), Scry (Int), Sense Motive (Wis), Speak Language, and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) * 4.

Skill Points at Each Additional Level: 2 + Int modifier.

Priesthood Information
Portfolio: Sun, Light, Strength, Healing
Sex: Any
Color: Yellow
Vestments: Yellow robes, with those of 7th level and above trimmed in gold.  Lay members of the church usually wear white robes trimmed in yellow.
Holy Days: Winter Solstice (Needfest 4) and Summer Solstice (Richfest 4).
Holy Texts: Book of Lothan
Duties: Guidance, marriage, healing, charity, funerals, births, coming of age, education
Animals: Ki-rin, eagle, lion
Enemy/ Rival Priesthoods: Nerull, Incabulos, Tharizdun, Iuz, Vecna.
Allied Priesthoods: Mayaheine, Rao, Koriel, Beory, Myhriss, Allitur, Lydia, Johydee, Saint Bane. 


 

LEVEL
BASE
ATTACK
F
R
W
SPECIAL
0
1
2
3
4
5
6
7
8
9
1
+0
+2
+0
+2
Turn Undead, +1 to all turning checks, +1 to turning damage, spontaneous casting
3
1
-
-
-
-
-
-
-
-
2
+1
+3
+0
+3
Lay on Hands
4
2
-
-
-
-
-
-
-
-
3
+2
+3
+1
+3
Pelor's Blessing
4
2
1
-
-
-
-
-
-
-
4
+3
+4
+1
+4
Pelor’s Touch, Remove Disease 1/week
5
3
2
-
-
-
-
-
-
-
5
+3
+4
+1
+4
+2 to all turning checks, +2 to turning damage
5
3
2
1
-
-
-
-
-
-
6
+4
+5
+2
+5
 
5
3
3
2
-
-
-
-
-
-
7
+5
+5
+2
+5
 
6
4
3
2
1
-
-
-
-
-
8
+6/ +1
+6
+2
+6
Remove Disease 2/week
6
4
3
3
2
-
-
-
-
-
9
+6/ +1
+6
+3
+6
 
6
4
4
3
2
1
-
-
-
-
10
+7/ +2
+7
+3
+7
+3 to all turning checks, +3 to turning damage
6
4
4
3
3
2
-
-
-
-
11
+8/ +3
+7
+3
+7
Pelor’s Greater Blessing
6
5
4
4
3
2
1
-
-
-
12
+9/ +4
+8
+4
+8
Remove Disease 3/week
6
5
4
4
3
3
2
-
-
-
13
+9/ +4
+8
+4
+8
 
6
5
5
4
4
3
2
1
-
-
14
+10/ +5
+9
+4
+9
 
6
5
5
4
4
3
3
2
-
-
15
+11/ +6/ +1
+9
+5
+9
+4 to all turning checks, +4 to turning damage
6
5
5
5
4
4
3
2
1
-
16
+12/ +7/ +2
+10
+5
+10
Remove Disease 4/week
6
5
5
5
4
4
3
3
2
-
17
+12/ +7/ +2
+10
+5
+10
 
6
5
5
5
5
4
4
3
2
1
18
+13/ +8/ +3
+11
+6
+11
 
6
5
5
5
5
4
4
3
3
2
19
+14/ +9/ +4
+11
+6
+11
 
6
5
5
5
5
5
4
4
3
3
20
+15/ +10/ +5
+12
+6
+12
+5 to all turning checks, +5 to turning damage, Remove Disease 5/week
6
5
5
5
5
5
4
4
4
4

Class Features
All of the following are class features of the priest of Pelor.

Armor and Weapon Proficiency: All simple weapons, all types of armor, all shields.  The mace is the priesthood's favored weapon.

Spells:1A priest of Pelor casts divine spells.  The DC for a saving throw against a priest of Pelor’s spell is 10 + the spell’s level + the priest’s Wisdom modifier.

Deity:1A priest of Pelor devotes himself exclusively to Pelor, God of the Sun, Strength, Light, and Healing.

Spontaneous Casting:1Priests of Pelor, like clerics, can “trade” out a prepared spell in order to cast any cure spell of the same level or lower.

Turn Undead:1Priests of Pelor can turn undead, and receive bonuses to do so at 1st, 5th, and every five levels thereafter.  A priest of Pelor may also take the Extra Turning Feat.

Lay on Hands:1At 2nd Level, priests of Pelor gain the power to heal wounds by touch, much as a paladin can.  Each day the priest can cure a total number of hit points equal to his Charisma bonus (if any) times his level.  The priest may cure himself or others.  He may choose to divide the curing among multiple recipients, and doesn’t have to use it all at once (but unused points do NOT carry over to the next day).  Lay on Hands is a spell-like ability whose use is a standard action.  Alternatively, the priest can use any or all of these points to deal damage to undead creatures.  Treat this attack just like a touch spell.  The priest decides how many cure points to use as damage after successfully touching the undead creature.

Pelor’s Blessing:1At 3rd Level, a priest of Pelor gains a +2 on all saving throws against disease.

Pelor’s Touch:1At 4th Level, all cure spells cast by a priest of Pelor heal at least median damage (½ of die used).  For example, a cure light wounds cast by a 4th Level priest will cure 4-8 (treat all 1s, 2s, and 3s rolled as 4s) +4 points of damage.  All cure spells used to deal damage to undead creatures are treated normally.

Remove Disease:1Beginning at 4th level, a priest of Pelor can use this spell-like ability once per week.  He can use this ability more often as he advances in levels.

Pelor’s Greater Blessing:1At 12th level, the priest of Pelor gains a +4 on all saving throws against disease.

Bonus Languages:1In addition to bonus languages available by race, a priest of Pelor may also choose Celestial, Abyssal, and Infernal.


Priest of Pelor Spell List
Zero Level
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue

First Level
Bless
Bless Water
Command
Cure Light Wounds
Detect Evil
Detect Undead
Divine Favor
Endure Elements
Entropic Shield
Invisibility to Undead
Magic Stone
Magic Weapon
Protection From Evil
Remove Fear
Sanctuary
Shield of Faith
Summon Monster I

Second Level
Aid
Augury
Bear's Endurance
Bull’s Strength
Calm Emotions
Consecrate
Cure Moderate Wounds
Delay Poison
Enthrall
Find Traps
Gentle Repose
Heat Metal
Hold Person
Lesser Restoration
Make Whole
Remove Paralysis
Resist Energy
Shield Other
Silence
Spiritual Weapon
Status
Summon Monster II
Zone of Truth

Third Level
Continual Flame
Create Food and Water
Cure Serious Wounds
Daylight
Dispel Magic
Glyph of Warding
Helping Hand
Invisibility Purge
Locate Object
Magic Circle Against Evil
Magic Vestment
Prayer
Protection From Energy
Remove Blindness/ Deafness
Remove Curse
Remove Disease
Searing Light
Speak With Dead
Summon Monster III

Fourth Level
Cure Critical Wounds
Death Ward
Dimensional Anchor
Discern Lies
Dismissal
Divine Power
Divination
Fire Shield
Freedom of Movement
Greater Magic Weapon
Imbue With Spell Ability
Lesser Planar Ally
Neutralize Poison
Repel Vermin
Restoration
Sending
Spell Immunity
Summon Monster IV
Tongues

Fifth Level
Atonement
Break Enchantment
Command, Greater
Commune
Cure Light Wounds, Mass
Dispel Evil
Flame Strike
Hallow
Raise Dead
Righteous Might
Spell Resistance
Summon Monster V
True Seeing

Sixth Level
Antilife Shell
Banishment
Bear's Endurance, Mass
Blade Barrier
Bull’s Strength, Mass
Cure Moderate Wounds, Mass
Dispel Magic, Greater  
Find the Path
Fire Seeds
Forbiddance
Geas/ Quest
Glyph of Warding, Greater
Heal
Heroes’ Feast
Planar Ally
Stoneskin
Summon Monster VI
Word of Recall

Seventh Level
Cure Serious Wounds, Mass
Greater Restoration
Holy Word
Pelor’s Grasping Hand
Refuge
Regenerate
Repulsion
Resurrection
Summon Monster VII
Sunbeam

Eighth Level
Antimagic Field
Cure Critical Wounds, Mass
Discern Location
Holy Aura
Pelor’s Clenched Fist
Planar Ally, Greater
Summon Monster VIII
Sunburst
Symbol

Ninth Level
Heal, Mass
Miracle
Pelor’s Crushing Hand
Prismatic Sphere
Summon Monster IX
True Resurrection


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