Sun
This god is a god of magic, healing, inspiration, and life, sometimes of
madness and heatstroke. He is an enemy of dark creatures, especially the undead.
The priesthood of this god exists to promote all those traits among the flock,
and to celebrate the daily blessing that the sun-god shines down upon the
world.
The sun-god is usually male.
The priests of this god are on good terms with the priests of Arts, Crafts,
Darkness/Night, Dawn, Elemental Forces, Fire, Healing, Hunting, Light,
Literature/Poetry, Magic, Metalwork, Moon, Music/Dance, and Oracles/Prophecy.
Alignment: The deity is good; at the DM's discretion, he may be chaotic good,
neutral good, or lawful good, but tends to be neutral good. Regardless of his
alignment, his priests may be of any good alignment. The flock may be of any
neutral or good alignment.
Minimum Ability Scores: Wisdom 12, Intelligence 12. Wisdom or Intelligence 16 means +5% experience;
Wisdom and Intelligence 16 means +10% experience.
Races Allowed: Elves, gnomes, half-elves, halflings, humans.
Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Healing. Non-weapon Proficiencies
Recommended: Herbalism, Navigation, Reading/Writing, Religion, Spellcraft. Weapon
Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: Priest,
General, Wizard.
Duties of the Priest: Guidance, Marriage. Education: Priests of this sect promote the study of
magic. Vigilance: The sun-god is a god of observation, of keen eyesight, of
vigilance in general. Therefore, all his priests are commanded to keep their eyes
open and learn as much as possible about what is going around them at all times.
What they do with that knowledge, outside the context of helping their temple
and preserving the worship of the god, is up to them.
Weapon and Armor Restrictions: Weapons Permitted: Bows (all), crossbow, dagger/dirk, dart, javelin, knife,
spear. Armor Permitted: All metal armor and all shields. Oriental Campaigns:
Also daikyu, shuriken. All together, these constitute Medium combat abilities.
Other Limitations: None.
Spheres of Influence: Major Access to All, Divination, Healing, Necromantic, Sun. Minor Access to
Charm, Elemental (the priest can only use spells with the words fire, flame,
heat, and pyrotechnics in the names), Plant, Protection.
Powers: Detect Secret Doors (same as Elf ability: Success on roll of 1 on 1d6 when passing within 10',
1-2 on 1d6 to find secret doors and 1-3 on 1d6 to find concealed portals when
actively searching; elven priests of this order have success on a roll of 1-2 when
passing within 10', 1-3 to find secret doors and 1-4 to find concealed portals
when actively searching). Infravision (same as the elf ability; an elven or half-elven priest of this faith has
Infravision of doubled range, to 120'). Turn Undead (same as the Cleric ability). At 5th level: Laying On of Hands (same as the Paladin ability). At 8th level: Prophecy (Designing Faiths chapter). At 10th level, chariot of Sustarre; the priest can use this spell once per day in addition to his other spells.
Followers and Strongholds: The followers are received at 9th level, and consist of three third-level
priests and six first-level priests of the same order, plus one third-level
fighter and two first-level fighters to act as guards, one third-level mage and two
first-level mages to act as consultants, one third-level bard and two
first-level bards to act as personal bards. The priest may take the following on
adventures: Three priests (only one of whom may be third-level), plus one fighter, one
mage, and one bard of his choice. The priesthood will pay for half of the cost
of stronghold construction at 9th level.
Possible Symbols: Sun (With or Without Rays); Chariot.
Notes: The weapons permitted for this order are those which strike from afar, like
the inspiration (or heatstroke) of the sun.
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