Complete Champion - 3.5e

Page 23

Multiple Use Destroys a CR 8 or higher undead creature* +1/4 creature's CR Undertakes a mission to hunt undead" +1 Undertakes a mission underground* +1 Razes the stronghold of an undead creature +8 Brings a dead creature back to life with raise dead or similar magic +2 Aids the less fortunate with own funds +1/500 gp expended Converts a new member +1 Associates with undead -4 Associates with evil outsiders -2 Associates with illithids -6 Acts against alignment** -10 * Stacks with other mission criteria (for example, a mission to hunt a CR 9 undead creature underground nets a +4 modifier). ** Cannot improve affiliation score until atonement is completed.

Titles, Benefits, and Duties: To gain a new rank and its associated benefit requires no special action beyond the required tithing. Rising through the ranks of the Shining Light of Pelor increases a member's ability to minister to the ill and infirm, as well as to destroy the reviled undead. Affiliation Rank Score 0 3 or lower 1 4-9

2

10-17

3

18-24

4

25-29

5

30 or higher

Title: Benefits and Duties None. Novitiate of the Sun: Gain a+2 bonus on Heal checks made to stabilize a dying creature. Light of the Sun: Gain a+2 bonus on turning checks. Heat of the Sun: Gain a+1 bonus on saves against evil spells and effects. Fury of the Sun: Once per day, add your Strength modifier as a bonus on a single saving throw. Shining Light: Once per day, wreathe yourself in the divine energy of the sun, which acts as Afire shield spell (warm shield only, caster level equals your character level).

ROLEPLAYING APPLICATIONS favored Feats: Pelorites prefer feats that aid them in combating undead, or that help bring Pe­ lor's light to the dark corners of the world. Extra Turning, espe­ cially when used in conjunction w i t h di­ vine feats, is a favorite. But knowing that turn attempts are less effective against more powerful undead, a typi­ cal cleric of Pelor takes

Holy symbol of Pelor

at least one divine feat, so that he can still use his turning ability as a resource. Clerics who wield their cure spells as weapons against the undead frequently choose Spell Fo­ cus (conjuration). Favored Combat Tactics: In battle, clerics of Pelor focus first on undead enemies, typically beginning with a t u r n attempt to thin their ranks. Most pursue support or ranged spellcasting roles on the battlefield and usually prepare spells that deal extra damage to undead, such as searing light or sunburst. Still, they are always ready with a quick cure or restoration spell to sustain allies. Most paladins of Pelor wield one-handed weapons and shields and focus on protecting more poorly armored comrades, leaving major damage-dealing to others. They try to goad enemies into attacking them, drawing their attention while allies move into flanking positions. When they have the opportunity, paladins attack undead opponents first. Favored Adventure Types: A mission to determine the strength of an orc horde would interest Pelor's fol­ lowers for the sake of rooting out evil, but any of them would leap at a quest to destroy a vampire. Likewise, the Shining Light is always eager to venture into the Under­ dark. Any quest in the lightless depths is an opportunity to shed Pelor's light on those who have yet to be graced by his presence. Favored Oaths: In combat, Pelorites frequently exclaim "By the burning light!" or "By the fiery face!" "By the wizened one" is an expression of wonder, and "Pelor's touch" refers to healing magic of any sort.

T H E TEMPLE OF T R U E AIM Only with eternal vigilance can the world be kept safe from those who would destroy it. Too many times in their long history, the elves have seen evil rise—often from within their own ranks—and too often they have suffered at the hands of their enemies. But no more. With neverending vigilance, the Temple of True Aim has kept vigil over the world for uncounted centuries at the behest of Corellon Larethian. It does so for the good of all elves, even if that means keeping an eye on every elf. The enemies of Corellon and his people are so numerous that relaxing your watch for even a moment would let evil again win a foothold in the elven realms. The Temple of True Aim consists of extremely cautious elves who know the t r u t h of the world. Allies come and go, but enemies are never absent. The church encompasses a vast network of members. Many are clerics, but elves of other classes also want to keep their people safe. Elf rogues wander the streets of enemy nations, seeking to learn whether rumors of war are true. Elf rangers and druids scout the wild mountains, hoping to learn the strength of the current orc chieftain and his plans for conquest. When the vigilant church of Corellon Larethian detects the taint of evil in any elf nation, it strikes without mercy. Whether the enemies are fiends from the Abyss, raiding orcs, or the hated drow, Corellon's followers ply their sure arrows with deadly accuracy. Great heroes of the church earn honorifics among their enemies—a sign of respect strongly tinged with fear.


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Coliseum of Kord

5min
page 153

Ancient Temple

3min
page 149

Sepulcher of Wee Jas

4min
page 156

Palace of Burning Ice

3min
pages 154-155

Cold Forge of Moradin

2min
page 152

Temple of the First Dawn

10min
pages 157-159

Holy Sites

1min
page 150

The Pantheistic Tournament

3min
page 147

The Ghostly Lair

4min
page 148

Tools

10min
pages 142-144

Clothing

13min
pages 138-141

Squire of Legend

12min
pages 110-112

Special Holy Symbols

9min
pages 133-134

Weapons

3min
page 137

Wooden Blight

2min
page 130

Shadowstriker

8min
pages 108-109

Shadowspy

12min
pages 105-107

Paragnostic Apostle

13min
pages 94-96

Sanctified One

28min
pages 99-104

Paragnostic Initiate

8min
pages 97-98

Ordained Champion

18min
pages 90-93

Mythic Exemplar

18min
pages 86-89

Holt Warden

9min
pages 84-85

Pelor's Shadow Guard

18min
pages 75-79

Forest Reeve

7min
pages 82-83

The Paragnostic Repositories

4min
page 74

The Paragnostic Assembly

9min
pages 72-73

War Domain

3min
page 43

Guardians of the Green

19min
pages 68-71

The Reliquary of Six

2min
page 67

"Water Domain

3min
page 44

Strength Domain

4min
page 40

Trickery Domain

3min
page 42

Earth Domain

2min
page 32

The Dark Churches

5min
page 27

The Shining Light of Pelor

4min
page 22

Destruction Domain

4min
page 31

The Temple of the Twinkling Eye

6min
pages 25-26

The Temple of True Aim

8min
pages 23-24

Scales of Balance

4min
page 21

The Ruby Temple

4min
page 20

The Mighty Arms of Kord

9min
pages 18-19

The Brotherhood of Equals

4min
page 11

Fingers of the Laughing Rogue

4min
page 15

The Fist of Valor

7min
pages 16-17

Fharlanghn's Way

5min
page 14

Introduction

5min
page 4

The Eternal Library

8min
pages 12-13

Assembly of Balance

4min
page 8

The Blessed Bounty of Yondalla

8min
pages 9-10
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