"Saul" the Demon Cleric

Physical Description

demon2.jpg

Young, blonde male - you'd estimate he's probably somewhere between 17 and 20. He's tall, lean, and wiry. His curly blonde hair is kept short and neat. Somewhat like a younger Neal McDonough, if he had curlier and lighter hair.

As of Hell's Welcoming Party, thinks his name might be Saul. When the party met Alease in the mountains, however, the giant eagle delivered a magical message to the party that implied his name might be Peir (pronounced like "pair"). Since the party has called him Saul for many months and he has no direct evidence of his true name, he is currently sticking with Saul.

After using his memory-restorative, Saul did confirm that his name is, in fact, Peir Sollueur. Since he has spent a considerable amount of time with the party, he has accepted "Saul" as a continued nickname. He also has been slowly remembering details about his patron deity, a sun-god named Perai Sol.

Height: 6'8"
Weight: 240 lb

Statistics

Level 12 Cleric of Pelor (71,925 XP; 78,000 XP for next level)
Tier 7 Mythic Heirophant (1/4 trials completed for Tier 8)

Attributes

Attribute Score Mod
STR 16 +3
DEX 10 +0
CON 16 +3
INT 12 +1
WIS 28 (32) +9 (+11)
CHA 14 +2

Combat Statistics

BAB +9/+4
Initiative +0
HP 99 +8/lv
AC (chain) 15 (20) DR 5/epic
AC (plate) 21 (26) DR 5/epic
Save Base Ability Magic Total
Fortitude +8 +3 +0 +11
Reflex +4 +0 +0 +4
Willpower +8 +9 +0 +17 (+19)

Equipment Statistics

Weapon Hit Dmg Crit Range Type Wt
Morningstar +4 1H +17 1d8+6 x2 n/a B/P 6 lb
Morningstar +4 2H +17 1d8+7 x2 n/a B/P 6 lb
Dagger (melee) +11 1D4+2 19-20/x2 n/a P 1 lb
Dagger (missile) +8 1D4+1 19-20/x2 10' P 1 lb
Hatchet (missile) +8 1D6+2 TODO TODO P 2 lb
Composite Shortbow, +2 +8 1D6+2 x3 70' P 2 lb
Ammo No. Hit Bonus Dmg Bonus Crit Bonus Range Bonus Wt
Normal Arrows 20 0 0 0 n/a 3 lb
Armor Type Weight L/M/H AC Max DEX ACP
Chain Shirt 25 lb light +4 +4 -2
Brightsteel Plate of Nimbleness +2 25 lb med +10 +2 -5
Heavy Steel Shield +4 15 lb n/a +6 n/a -2

Skills

Saul gains 6 + Int mod skill points per level.

Skill Abil Mod Class? Ranks Class Bonus Racial Bonus Magic Total
Appraise +1 no +0 +0 +0 +0 +1
Balance+ +0 no +0 +0 +0 +0 +0
Bluff +2 no +0 +0 +0 +0 +2
Climb+ +3 no +0 +0 +0 +0 +1
Concentration +3 yes +15 +0 +0 +0 +18
Craft (alchemy) +1 yes +15 +0 +0 +0 +16
Decipher Script* +1 no +0 +0 +0 +0 +0
Diplomacy +2 yes +15 +0 +0 +0 +17
Disable Device* +1 no +0 +0 +0 +0 +0
Disguise +2 no +0 +0 +0 +0 +2
Escape Artist+ +0 no +0 +0 +0 +0 +0
Forgery +1 no +0 +0 +0 +0 +1
Gather Information +2 no +0 +0 +0 +1 +3
Handle Animal* +2 no +0 +0 +0 +1 +3
Heal +11 yes +14 +0 +0 +0 +25 (+27)
Hide+ +0 no +0 +0 +0 +0 +0
Intimidate +2 no +0 +0 +0 +0 +2
Jump+ +3 no +0 +0 +0 +0 +3
Knowledge* (religion) +1 yes +16 +0 +5 +0 +22
Listen +11 no +1 +0 +0 +0 +12
Move Silently+ +0 no +0 +0 +0 +0 +0
Open Lock* +0 no +0 +0 +0 +0 +0
Perform (something) +2 no +0 +0 +0 +0 +2
Profession* (something) +11 yes +0 +0 +0 +0 +0
Ride (something) +0 no +0 +0 +0 +0 +0
Search +1 no +0 +0 +0 +0 +1
Sense Motive +11 no +3 +0 +0 +1 +15 (+16)
Sleight of Hand*+ +0 no +0 +0 +0 +0 +0
Spellcraft* +1 yes +16 +0 +0 +0 +17
Spot +11 no +1 +0 +0 +0 +12
Survival +11 no +7 +0 +0 +0 +18
Swim+ +3 no +0 +0 +0 +0 +2
Tumble*+ +0 no +0 +0 +0 +0 +0
Use Magic Device* +2 no +0 +0 +0 +0 +0
Use Rope +0 no +0 +0 +0 +0 +0

* denotes a trained-only skill
+ denotes armor check penalty applies
% denotes a skill only applicable to shapeshifters

Class Abilities and Feats

  1. Lay on Hands: 3d8 healing (+1 per level), usable as many times per day as necessary, but can only heal 1 + lv + Wis mod (currently 24) different individuals per day
    1. Can also inflict burn damage (same amount; same number of times per day)
    2. Can use this without prompting an attack of opportunity
    3. Can cast healing to short range (25' + 5'/2 lv)
  2. Weapon Focus: +1 bonus to hit when using a morningstar
  3. Craft Single-Use Item: craft potions or scrolls
  4. Craft Charged Item: craft charged or use-per-day magical items
  5. Craft Permanent Item: craft permanently-enchanted magical items
  6. Improved Shield Bash: can shield bash without drawing an attack of opportunity
  7. Mythic Weapon Focus: Doubles bonus of weapon focus or greater weapon focus with morningstar (curr +2)
  8. Eschew Materials: Cast spells without material components costing less than 1 gp.
  9. Blind Fight: Re-roll miss change for concealment.
  10. Hard to Kill: Automatically stabilize at negative HP and won't die until reaching double negative CON score
  11. Mythic Power: 3 + (2x tier) uses/day (currently 17)
  12. Surge: Use 1 Mythic Power to add 1d10 to any d20 roll (declare first)
  13. Divine Surge: Use 1 Mythic Power to cast spell w/o using slot; roll results twice (including saves) and take better result
  14. Empathic Healing: Use 1 Mythic Power to transfer 10 dmg/tier to self from touched creature to self
  15. Empathic Cure: Use 2 Mythic Power to transfer disease or poison from touched creature to self; if immune to disease or poison, immediately cured
  16. Faith's Reach: Touch-range spells can be cast at a range of 30'. If normally requires a melee touch attack, use a ranged touch attack instead.
  17. Sustained By Faith: Requires no food, water, or sleep; spend 1 hour in uninterrupted meditation to regain "daily" powers. At 3rd tier or higher, can expend one use of mythic power to not require air for 24 hours.
  18. Mythic Eschew Materials: Cast spells without material components costing less than 10 gp. Expend one use of mythic power to ignore material component up to 50 gp value or 2 uses for material component up to 100 gp value.
  19. Recuperation: At 3rd tier, restored to full HP after 8h rest. Expend use of mythic power and rest 1 hour to regain up to 1/2 HP and any use-per-day-limited class features (reated as 8h rest).
  20. Silent Spell: Can cast spell at +1 effective spell level without using verbal components.
  21. Domain Immunity: Immune to damage or harmful effects from spells on domain spell lists, even ones not high enough level to cast. Can expend one mythic power to turn the spell back on the caster as if using spell turning (as an immediate action).
  22. Mythic Magic: Can learn mythic spells.
  23. Still Spell: Can cast spell at +1 effective spell level without using somatic components.
  24. Mythic Saves: Any saving throws that would be for 1/2 damage become saves to negate.
  25. Cage Enemy: As an immediate action, expend 1 mythic power to hinder opponents until end of next turn. When active, any creature moving out of Saul's threatened squares provokes an AoO from Saul. If the attack hits and deals damage, the movement is interrupted and the creature cannot move that round. Alternatively, expend 1 use of mythic power as part of a charge. If this hits, the target cannot move until the beginning of Saul's next turn.
  26. Impervious Body: Gain DR 5/epic.
  27. Mythic Blindfight: Expend 1 mythic power to ignore all concealment for number of rounds equal to tier.
  28. Enduring Blessing: When casting a spell with a base time of 10 min/level, duration is extended to 24 hours.
  29. Maximize Spell: Can cast spell at +3 effective spell level with all random numeric values maximized.
  30. Mythic Maximize Spell: When casting a maximized spell, all random numeric values are multiplied by 1.5. For example, a 10d6 fireball, maximized, would do 60 damage; a mythic maximized one would do 90 damage.
  31. Hand of Mercy: Can expend a "person's" worth of lay on hands to cure an affliction on one creature. Choose one of the following conditions each use: dazed, fatigued, shaken, sickened, staggered, cursed, exhausted, frightened, and nauseated conditions. At 9th tier, you can also choose from among the blinded, deafened, paralyzed, and stunned conditions. Can use this ability to attempt to fight off undesired taint.

Equipment

Item Location Wt Notes
Morningstar +2 Carried 6 lb Very basic
Dagger Right Thigh 1 lb
Hatchet +1, Returning Left Thigh 1 lb +1, returning
Composite Short Bow +1 Quiver 2 lb aelphin
Arrows x20 Quiver 2 lb
Quiver Left Shoulder 1 lb
Chain Shirt Backpack 25 lb
Brightsteel Full Plate +2 Worn 25 lb enchanted, but mundane equivalent to +1 nimbleness (max Dex +1, -1 ACP); Darias-made; Saul added +1
Heavy Steel Shield +2 Back 15 lb decorated w/ Pelor-like visage; like amulet, but diff aspect
Magical Backpack Back 2 lb 6 small pouches on sides; enchanted to hold 20lb in 2 of the 6 side pockets and 80 lb in main pocket like handy haversack
Bedroll Backpack 5 lb
Blanket Backpack 3 lb
Waterskin Left Hip 4 lb
Spell Component Pouch Right Hip 2 lb
Flint and Steel Backpack 0 lb
Holy Symbol of Pelor Necklace 1 lb
Mess Kit Backpack 1 lb
Amulet (dharven) Backpack 0 lb given to him in Hallvar by Rido; symbol of Ridgi on it; 150 gp; enchanted to Wis +4
Memory Restorative Potion x3 Doses Backpack 0 lb Crafted using various alchemical ingredients including the Memory Flower petals given to him in Hallvar by the herbalists
Alchemical Items Various 0 lb see below
Wand of Eagle's Splendor Backpack 0 lb 22 charges; as 6th level caster
Wand of Bull's Strength Backpack 0 lb 22 charges; as 6th level caster
Amulet of Feather Fall Worn 0 lb single use
Total 96 lb

Coins:

  • 25 silver coins, dharven
  • 3600 golden coins, dharven
  • 50 silver coins, aelphin
  • 116 golden coins, aelphin

Gemstones:

  • Agate worth ~ 100 gp.
  • Yellow tourmaline beaded necklace with platinum accents worth ~500 gp.
  • White diamond worth ~250 gold pieces x7

Jewelry:

  • Dharven Va Zuth pendant worth 1,000 gold pieces

Shield

Since the death of Iealdith, Saul's shield has been acting slightly strange. He has noticed that his shield feels odd. He inspected it quietly using detect magic while the party was otherwise occupied in camp one night and determined that it is somehow now enchanted.

Known powers:

  • Acts as a shield +4.
  • Gains power of aversion. Upon command, those gazing on the shield must make a Will save, DC 13 + tier, or will not approach within 30'. The power lasts 3 * tier rounds and can be activated 3/day.
  • All allies within 30' gain a +2 morale bonus to saving throws.
  • The shield maintains its brilliant, gleaming cleanliness no matter what. The wielder gains a +2 competence bonus on Diplomacy checks.
  • The wielder gains damage absorption 15/round against fire and 10/round against other elemental damage (cold, shock, sonic, and acid).
  • 1/day, the wielder can cause the shield's surface to roil and gleam for 5 rounds. During that time, ranged attacks against the wielder must roll against a 20% miss chance. If this causes the attacker to miss, the attacker must roll against himself as the projectile is deflected back towards him.
  • 3/day, the wielder can polymorph into a golden eagle or a silver porpoise and back to human form again.
  • The wielder can invoke Lesser Globe of Invulnerability 1/day.

Morningstar

When Saul patted the giant eagle Alease in the mountains after Iealdith's death, he felt a strong shock and an even stronger sense of momentary vertigo. He believes no one in the party noticed, and he has not mentioned it. Since that time, though, he has felt that his morningstar is… somehow different. He inspected it quietly using detect magic while the party was otherwise occupied in camp one night and determined that it is somehow now magical as well. While it still appears to the undiscerning eye to be a very simple and basic morningstar, it apparently is something more.

Known powers:

  • Acts as a morningstar +4.
  • Against certain foes, reason unknown, the morningstar does an additional +4 damage.
  • The morningstar can glow per the daylight spell for up to 30 minutes per day. This is command-word activated. This provides 60' of bright light and can counter magical spells of lv 3 or lower (such as darkness).
  • The morningstar gains the power of flaming, granting +1d8 fire damage per hit. This is command-word activated.
  • Once per day, if the wielder is knocked below 0 HP but is not killed, the morningstar will immediately heal the wielder of 2d8+8 HP.
  • Can 2/day cast true strike on any ally within 30'.
  • 3/day while flaming, the morningstar can fling a ball of fire per far-flying flame as a lv 5 caster.
  • The caster can, as a simple action, invoke flame strike 3/day as a caster of his level.
  • The morningstar gains the energy surge power; 1 + Con bonus times per day, the wielder can increase the flaming damage to 3 dice of the appropriate type.
  • A successful attack requires that the target roll a Will save, DC equal to double the damage dealt, or be unable to use any extradimensional travel powers for 10 minutes. This power can be used 3/day.

Plate Armor

This armor is masterwork mithril full plate of nimbleness crafted by Darias. It has no enchantments but is functionally a +2-equivalent suit of armor (+1 craft-based enhancement bonus and the Nimbleness property).

Darias, soon after arriving in Sundtar Agamm and finding a suitable forge for the finishing work, presents the completed armor to Saul , with the rest of the group present if they so choose to be. The armor shines like polished silver in the sunlight, making it dazzling to the point of almost being painful to look at.

The entire suit of full plate is made of bright steel (mithril). It looks (to Aida) vaguely similar to the Stormwall's full plate suits, but it also incorporates some elements of dharven plate and aelphin armor (tending slightly more toward aelphin), with certain elements being unrecognizable (Darias has incorporated some angled and curved armor sections to better deflect blows… since studying with the dharven, he's had some better luck with these ideas). The suit covers Saul completely, but is light enough and is designed for ease of movement so that he can move just as quickly as he could with his old armor.

In addition to the bright steel of the armor itself, the suit is also ornamented with various designs, all done in gold. The most noticeable of these is a design emblazoning the breastplate, a perfect copy of the image displayed on Saul's shield. Also scrolled around the breastplate is a series of symbols and script used as small, decorative edging. Upon close inspection, they are a series of mystical symbols (worked on with Maleos and Saul) which subtly work to channel away harmful magic (or so we hope). Also in the scroll are more symbols of the shield design, as well as symbols of Pelor, the aelphin god OnĂ³nion Birvir, and the dharven god Va Zuth.

The helm, also made of bright steel, has an open face, but with cheek bone protection. The golden scroll is continued around the edges of the helm, including the opening for the face. Radiating out from the facial opening are a series of nine spikes, shaped vaguely like flames. The spike at the top is the tallest, and they get slightly smaller as the approach the cheekbones, where the smallest stick straight out at 90 degrees. The flame spikes are gilded as well, so when you look at Saul's face, it appears to be a glorious sunburst.

In the shoulders of the armor are connection to attach a cloak Darias had specially made for the suit. It comes to just slightly above ankle height (so hopefully no tripping, though if this is a problem, the cloak can be easily disconnected), and has a hood large enough to be pulled over Saul's head while wearing the helm. The outside is a sturdy cloth dyed a deep black, while the inside is a shimmering gold. Explaining the dazzling brightness of the armor, Darias simply says that he needed to work with bright steel, and bright steel full plate means subtlety is not an option. And, if you can't be subtle, it's best to be as impressive as possible. However, if stealth or some degree of covertness is required, the cloak is large enough that it can be wrapped around the wearer completely, meaning no shining beacon effect. It also can billow impressively in the wind. "Stand in full view of the sun with a light breeze billowing the cloak and people will think you're a god yourself!"

Other Items

Amulet of Reconcoction

  • Twin baubles hanging from silver chain
  • place 1 bauble in water, 1 in potion, leave 1 week; replicates potion; only works on lv 1 potions
  • 6th lv: now takes 1 day for 1st lv potion
  • 8th lv: can now do 2nd lv potion, which takes 1 week
  • 10th lv: 1 day for 2nd lv
  • 12th lv: 3rd lv potion in 1 week
  • 14th lv: 3rd lv potion in 1 day

Alchemical Items

liquid aphrodisiac x2
improved bottled lethargy x2
de-icer x15
endurance booster x4
energy boost x4
fortifying oil x1
instant ice x4
instant sobering x5
quieting oil x3
rust remover x5
stun gas x2
sunrod x3
uninhibitor x1
slumberweed x1
fleetfoot x4
alchemical glue x2
alchemical solvent x4
buoyant balloon x8
foaming powder x4
impact foam x2
blast bag x10

Has sample of poison gas from Badlands Caverns where Thema was poisoned - ammonia, paralytic, and argia. Needs analysis.

Spells

Spell DC: 19 (21) + Spell Level

Spell Lv Base #/Day Bonus Spells Total
0 5 1 5
1 4+1 3 7+1
2 4+1 3 7+1
3 4+1 3 7+1
4 3+1 2 5+1
5 3+1 2 5+1
6 2+1 2 4+1
7 0 2 0
8 0 1 0
9 0 1 0
10 0 0 0

These are the spells he'd normally have memorized during treks through the wilderness.

  1. Level 0
    1. Create Water: create 2 gallons/lv of water (over up to 3 cubic feet/8 gallons water)
    2. Purify Food and Drink: 1 cu ft/lv of food & drink
    3. Mending: repair minor dmg to 1 10-lb item
    4. Detect Magic: detect magical auras w/in 60' cone; concentration
    5. Light: object glows as torch (20'/40') for 10 min/lv
    6. Alternatives
      1. Read Magic: read spellbooks or scrolls
      2. Resistance: +1 on saves for 1 target
      3. Sober Up: Cure 1 target of drunkenness
      4. Thunderthump: knock one creature prone (reflex save negates) at close range
      5. Wash: cleans up 1 individual
  2. Level 1
    1. Domain
      1. Burning Hands: 15' cone, 6d4 fire dmg
      2. Endure Elements (Mythic): environmental protection heat/cold for 24 hours. Affects one creature touched per level and grants cold resistance 5 and fire resistance 5. No longer slowed by snow and ignore Perception penalties due to precipitation. Treat winds as one category weaker.
    2. Magic Weapon: weapon gains +1 bonus
    3. Shield of Faith x2: +2 deflection bonus to AC, +1/6 lvs (max additional +5)
    4. Entropic Shield: 20% miss chance against ranged attacks incl rays
    5. Divine Favor x2: +1 luck bonus to hit + dmg/3 lvs, max +3
    6. Alternatives
      1. Bane: enemies take -1 attack, saves vs fear
      2. Bless: allies get +1 attack, saves vs fear
      3. Command: 1 tgt obeys 1-word command for 1 round
      4. Guilt: target creature forced to wallow in guilt for 1d4 rnds; Will negates
      5. Obscuring Mist: obscuring cloud of fog
      6. Remove Fear: suppress fear or grant +4 to saves, 1 tgt + 1/4 lv
  3. Level 2
    1. Domain
      1. Heat Metal: metal gets hot enough to dmg those who touch it
      2. Produce Flame: 1d6 dmg +1/lv, touch or thrown
    2. Spiritual Weapon (Mythic): animated version of your weapon attacks on its own. Direct as a swift action. Weapon gains one of these abilities (caster's choice): flaming, frost, keen, merciful, shock, or thundering.
    3. Shield Other (Mythic): take half of subject's dmg. Range is long (400' + 40'/lv). Subtract tier from damage transmitted through the connection before applying the damage (minimum 1 hp dmg taken).
    4. Searing Light (Mythic): 1d6/lv dmg ray, maximum 10d6; increase to 1d8/lv for some special enemy types, or 2d6/lv (max 20d6) if those special enemies are also vulnerable to bright light.
    5. Bull's Strength (or any other ability boost spell): +1d4+1
    6. Hold Person: paralyze humanoid 1 rnd/lv
    7. Alternatives
      1. Aid: +1 attack, +1 save vs fear, 1d8 temp HP
      2. Darkness: darkness 20' radius
      3. Make Whole: repairs one object
      4. Rage: Target rages as a barbarian of caster's level for 3 + adjusted Con mod rounds
      5. Gentle Repose: preserves 1 corpse for 1 day/lv
      6. Last Look: view last 1 min/lv of corpse's life at rate of 1 rnd/minute. Concentration DC 15 to remember everything; caster suffers 2d6 stun dmg if death was violent
      7. Silence: negate sounds in 15' radius
      8. Sound Burst: 1d8 sonic dmg, 10' burst; Will save or stunned 1 round; close range
  4. Level 3
    1. Domain
      1. Searing Light (Mythic): 1d6/lv dmg ray, maximum 10d6; increase to 1d8/lv for some special enemy types, or 2d6/lv (max 20d6) if those special enemies are also vulnerable to bright light.
      2. Resist Energy: ignore 10+ points of dmg/attack from specified energy type
      3. Far-Flying Flame: 1d4 dmg/lv lobbed bolt of fire (max 10d4), line-of-sight range; requires 1' vertical space for every 3' traveled; chance to set flammable obj on fire; reflex negates
      4. Far-Flying Flame: 1d4 dmg/lv lobbed bolt of fire (max 10d4), line-of-sight range; requires 1' vertical space for every 3' traveled; chance to set flammable obj on fire; reflex negates
      5. Sunstabber: spear of light that inflicts or heals 2d4 +2/lv when thrown; +1 to hit, +1 per 3 levels above 5th; fort or blinded 1d4 rounds
    2. Dispel Magic: suppress magical effects
    3. Holy Cloak: 2 rounds/lv; opponents must make Will save to be able to attack target of spell
    4. Prayer: Allies +1 on most rolls; enemies -1
    5. Wind Wall: deflect arrows, smaller creatures, gasses
    6. Meld Into Stone: you + gear merge with stone
    7. Alternatives
      1. Animal Agent: instruct tiny animal with 3 specific, event-triggered instructions; 1 day/lv duration
      2. Continual Flame: permanent heatless torch
      3. Create Food and Water: feed 3 humans or 1 horse/lv
      4. Daylight: 60' radius bright light
      5. Glyph of Warding: inscription harms readers
      6. Locate Object: sense direction to given object/type of object
      7. Plunder Thoughts: like detect thoughts, but can force subject to reveal single fact pertaining to a specific question; Will negates
      8. Remove Disease: cure diseases on target
      9. Remove Exposure: cures exposure (incl frostbite, heat stroke/exhaustion, dehydration, etc.) and heals 1d8 hp and 1 pt ability dmg
      10. Magic Vestment: armor/shield gains +1 enchantment/4 lv
      11. Helping Hand: ghostly hand seeks out individual and leads them to caster; duration 1 hour/lv. Seek time 1 rnd for 100'; 1 min for 1000'; 10 min for 1 mile; 1 hour for 2 miles; 2 hours for 3 miles; 3 hours for 4 miles; and 4 hours for 5 miles.
      12. Sunstabber: spear of light that inflicts or heals 2d4 +2/lv when thrown; +1 to hit, +1 per 3 levels above 5th; fort or blinded 1d4 rounds
      13. Water Walk: walk on water as if solid
      14. Neurosis: make single target roll Will save or suffer phobia of stated object
      15. Remove Blindness/Deafness: cures blindness or deafness in 1 target
      16. Mythic Invisibility (Wiz 2 Cleric 3) - learned from Maleos Taylan in group study session
      17. Skill Sharing (Wiz 2 Cleric 3) - learned from Maleos Taylan in group study session (How does the whole 'divine source' thing affect this? Can other priests do these now? Just other priests of Pelor? Just Saul and Klem?)
      18. Mythic Heroism (Wiz 3 Cleric 4 if learned "Mal's Way") - learned from Maleos Taylan in group study session
  5. Level 4
    1. Domain
      1. Wall of Fire: 2d4 fire dmg to 10', 1d4 to 20'; 2d6 +1/lv dmg to pass through
      2. Fire Shield: protect from heat or cold; attackers suffer fire dmg
      3. Foe's Fire: 1 round/lv, close range; target suffers 3d6 dmg/lv or half on successful Fort save; Dex check @ spell DC to put out flames; after 2 rounds, will dmg equipment
    2. Divination: useful advice for specific action
    3. Divine Power: gain attack bonus, +6 Str, 1 hp/lv
    4. Freedom of Movement: move normally despite impediments
    5. Freedom of Movement: move normally despite impediments
    6. Restoration: restore level/ability score drains
    7. Alternatives
      1. Air Walk: walk on air as if solid (climb/descend at 45-degree angle)
      2. Control Water: raise/lower body of water
      3. Dimensional Anchor: prevents interdimensional travel
      4. Discern Lies: reveals deliberate falsehoods
      5. Dismissal: force creature to return to native plane
      6. Magic Weapon, Greater: 1 weapon gains +1 enhancement bonus per four levels (max +5)
      7. Neutralize Poison: immunize subject against poison
      8. Sending: deliver short message instantly anywhere
      9. Cloaked Sphere of Radiance: daylight within a sphere of darkness; 10 min/lv
  6. Level 5
    1. Domain
      1. Fire Shield (Mythic)
      2. Mass Cure Light Wounds
      3. Flame Strike (Mythic)
    2. Spell Resistance: Subject gains SR 12 + level
    3. True Seeing: Lets you see all things as they really are (requires ointment worth 250 gp)
    4. Wall of Stone: Creates shapeable stone wall
    5. Alternatives
      1. Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification
      2. Hallow: Designates location as holy (requires 1,000 gp worth of religious herbs and incense, plus 1,000 gp/lv of spell to be layered over area)
      3. Raise Dead: Restores life to subject who died as long as 1 day/level ago unless said soul has already passed through the Hall of Judgement (requires 5,000 gp diamonds)
      4. Righteous Might: Size increases + combat bonuses
      5. Scrying: Spy on subject from a distance.
      6. Summon Monster V
      7. Lesser Globe of Invulnerability (Wiz 4 / Cleric 5) - learned from Maleos Taylan in group study session
      8. Mythic Improved Invisibility (Wiz 4 / Cleric 5) - learned from Maleos Taylan in group study session
      9. Stone Skin (Wiz 4 / Cleric 5) - learned from Maleos Taylan in group study session
  1. Level 6
    1. Domain
      1. Fire Seeds (Mythic)
      2. Heal (Mythic)
      3. Hellfire Ray
    2. Greater Dispel Magic (Mythic)
    3. Blade Barrier (Mythic)
    4. Cold Ice Strike
    5. Alternatives
      1. Geas/Quest
      2. Greater Glyph of Warding
      3. Heroes' Feast
      4. Joyful Rapture
      5. Planar Ally
      6. Summon Monster VI
      7. Word of Recall

Domains

  1. Healing: +1 caster level for all healing spells
  2. Sun: 1/day automatically maximize healing imparted by one healing spell
  3. Fire: +1 caster level for all fire spells

Personal Details

Personality and Character Quirks

  • He speaks Islander softly with hard gutteral accent (think of it as Russo-Fini-Navian).
    • He seems to be able to communicate with everyone.
    • He doesn't seem to realize that this is odd or recognize the difference between different languages.
  • He seems very, very controlled in general, displaying only small emotions (small smiles, etc.).
    • He is frighteningly different when he lets his emotions loose - there's a lot of emotion bottled up inside of him that sometimes breaks out.
  • Most of the time, he wears his shield on his back, preferring to wield his morningstar two-handed.
  • He doesn't appear to sleep often or with any regularity - may go a few days completely without sleep, then sleep for a few hours, etc.
  • He generally isn't one to start combat/pick a fight, but doesn't hesitate to get in and mix it up if one is starting.
  • For some reason, he doesn't appear to be able to see Pelor's Compass.
  • When he had downtime, Saul likes to poke around with the local plant life. He doesn't really write anything down in an organized fashion, but he seems to make careful mental notes about the different types of plants, particularly those he hasn't seen before. He often keeps small samples and experiments with them to determine if they have any healing, herbalism, or alchemical properties.
  • Saul is definitely very much a planner and long-term thinker. He's not paralyzed by inaction, but he most definitely prefers to have as much knowledge as possible before making a move, and he will delay actions if he thinks he can get away with doing so in order to learn more first.

Saul is taciturn but observant, preferring to stand back from the action to a certain extent and watch what is going on. He rarely gets directly involved in things without prompting from others, but when he does, he shows an intense passion and almost obsessive devotion to them that an acquaintance would not have expected from this reserved fellow. His emotions similarly are almost always muted and controlled - a tight smile here, a wrinkled brow there. Certain things, however, have prompted Saul to erupt in a surprisingly passionate way. This can be very startling to see in contrast with how tightly controlled his reactions and emotions usually are.

Saul often seems introspective and somewhat lost. This may be a side effect of or reaction to his amnesia, as he appears to remember snippets of things very occasionally but has not yet put together anything solid about his past life. However, he obviously sees and overhears a lot more than he lets on. He doesn't really bring it up, though, unless he's directly asked. When directly approached, he usually tries to smooth things over or calm things down.

More recently, Saul has been becoming more forceful and more willing to take charge. This has been happening since he has been coming back into some of his memories.

Backstory

Currently unknown to him. He can remember how to do things but doesn't really remember any of his past before his discovery by the PCs.

As of Sundtar the Weather, he's brewed a restorative beverage that has been helping his memory.

Family and Relationships

None known.


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