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.