Grael Amaun

Sunlord of Amaunator



Level 10 Aasimar Cleric 3/Sunmaster 7
Grael Amaun
Experience Total
+1 Dex.
30, +10 Cinder Dance, -10 for Heavy armor
Disable Device
Escape Artist
Handle Animal
Knowledge: Nobility
Knowledge: Religion
Sense Motive
Sleight of Hand
Use Magic Device
Armor Class
10 + 11 Armor + 1 Dex + 5 Shield + 1 Armor Spikes.
Base 7 + 3 Con
Base 4 + 1 Dex
Base 7 + 6 Wis
+2 to Wis + Cha
Aasimar get +2 to these stats because they are freaking awesome.
Dark Vision
Eye balls like headlights, oh yeah. 60ft Darkvision.
Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-like Ability
Aasimars can use Message at will as a spell-like ability (caster level equals the aasimar's class level).
Celestial Resistances
Aasimars have a +2 to saving throws against acid, cold, and electricity.
Domain: Nobility
Granted Powers: You are a great leader, an inspiration to all who follow the teachings of your faith.

Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Leadership (Ex): At 8th level, you receive Leadership as a bonus feat. In addition, you gain a +2 bonus on your leadership score as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity).

Domain Spells: 1st—divine favor, 2nd—enthrall, 3rd—magic vestment, 4th—discern lies, 5th—greater command, 6th—geas/quest, 7th—repulsion, 8th—demand, 9th—storm of vengeance.
Domain: Sun
Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a Daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.
Domain: Law
Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.

Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dispel chaos, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).
Domain: Glory
Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.

Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate.
Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inf lict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).
Clerics learn a number of orisons, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Channel Energy
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
Glaring Eyes
At second level, once per day, and an additional time per day every three levels after, the Sunmaster may cast his fiery gaze upon an enemy. This applies the same effect as Searing Light, with a caster level equal to his character level.
At second level the Sunmaster can inflame those who listen, granting a +2 bonus against fear and charm effects. This increase to +4 at fourth, +6 at seventh, and +8 at ninth level. This effect requires a full round action, and last 5 minhutes + 1 minute per class level.
Reign of the Sun
At first level a Sunmaster may prepare and cast spells of the sun domain as if they were on his cleric spell list. At fifth level this includes law domain spells.
As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per character level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature’s square or the ally passes through your square, it heals 1d6 hit points + 1 per character level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your character level.

Additionally while in this form you gain immunity to fire, cinder dance, and may sprout wings of flame.

At level six you gain the benefit of Cinder Dance when not in sun form, and at level eight may sprout Wings of Flame as per the oracle ability of the same name.
This character is proficient in all simple, and martial weapons. They are also proficient in light, medium, and heavy armor, as well as tower shields.
Merciful Spell [Metamagic]
Spell inflicts nonlethal damage instead of lethal.
Servant of the Fallen
Benefit: You can name a dead god as your patron deity and still receive your cleric spells normally. In addition, you can call upon the universal remnant of your deity’s power once per day to gain a +2 luck bonus on any single die roll. You can also be raised or resurrected normally.
You gain a +4 bonus to your base Leadership score. You gain a +100 bonus to your base Influence modifier.As a ruler, you have some degree of authority over members of organizations in which you have followers. Once per day you can exchange a follower you gained from your Leadership feat for a different follower from the same organization. The DM determines the actual pool of followers available to you.
Weapon Focus (Claiomh Solais)
Grael is well trained in the use of his Heirloom Weapon, Claiomh Solais, or Sword of Light, a Rhokas. This grants him a +1 to attack with it.
Elemental Affinity (Light) [Metamagic]
Benefit: When you learn this feat, select one energy type (acid, cold, electricity, fire, or sonic, etc). Any spell causing damage of one type may be changed to that of the chosen type instead. Spell effects other than elemental damage will not change. An elemental affinity spell uses a spell slot of the spell’s normal level, modified by any other metamagic feats.
Born with a mark similar to a holy symbol, you can use it as a divine focus.
Heirloom Weapon
This heirloom weapon is of masterwork quality (but you pay only the standard cost at character creation). You gain a +1 trait bonus on attack rolls with this specific weapon and are considered proficient with that specific weapon (but not other weapons of that type) even if you do not have the required proficiencies.
Favored of the Sun
Your work for Amaunator has not gone unnoticed by your deity even in his repose. Once per day as an immediate action you may re-roll any single dice roll associated with a spell that appears on your domain list. You may also use this ability to a single creature targeted or in the area of effect of such a spell to re-roll. The second roll must be taken. This must be announced before the result of the first roll is determined.
Celestial Infusion
Your celestial heritage has been something you have always taken for granted. Growing up you had a hard life but were constantly given reinforcement that your very nature proved your mission. However, as you've been out in the world you've grown aware that your natural abilities while similar, are not as extensive as other aasimar. If this is due to a fault in your heritage, linked to the weak state of amaunator, assuming your celestial ancestor was related to him, or perhaps of stranger origin you do not know. Instead of the usual resistances you instead get a +2 to saving throws against those elements, and may cast a 0-level spell of your choosing at will instead of daylight.
+15 vs AC
Claiomh Solais
Detect Magic
Detects spells and magic items within 60 ft.
Read Magic
Read scrolls and spellbooks.
Cause a dying creature to stabilize.
Object shines like a torch.
Level 1
Burning Disarm
A metal object instantly becomes red hot possibly causing the wielder to drop it or take damage.
Forbid Action
Target obeys your command to not do something.
Divine Favor
You gain +1 per three levels on attack and damage rolls.
Protection from Evil
+2 to AC and saves, plus additional protection against selected alignment.
Sun Metal
When the weapon’s wielder hits with this weapon, it deals an additional 1d4 points of fire damage.
Weapons Against Evil
Bypass evil creatures DR.
Domain Spell (Level 1)
Shield of Faith
Aura grants +2 or higher deflection bonus.
Cure Spell (Level 1)
Cure Light Wounds
Cures 1d8 damage + 1/level (max +5).
Level 2
Movement doesn’t provoke attacks of opportunity.
Defending Bone
You animate a bone which gives you damage reduction 5/bludgeoning.
Resist Energy
Ignores 10 (or more) points of damage/attack from specified energy type.
Hold Person
Paralyzes one humanoid for 1 round/level.
Admonishing Ray
You fire one nonlethal force ray plus one additional ray for every four levels (maximum three rays). Each ray deals 4d6 points of nonlethal damage.
Domain Spell (Level 2)
Captivates all within 100 ft. + 10 ft./level.
Cure Spell (Level 2)
Cure Moderate Wounds
Cures 2d8 damage + 1/level (max +10).
Level 3
Bestow Curse
–6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Searing Light
Ray deals 1d8/two levels damage (more against undead).
Wind Wall
Deflects arrows, smaller creatures, and gases.
Domain Spell (Level 3)
Magic Vestment
Armor or shield gains +1 enhancement bonus per four levels.
Cure Spell (Level 3)
Cure Serious Wounds
Cures 3d8 damage + 1/level (max +15).
Level 4
Blessing of Fervor
Gives allies a choice of benefits.
Divine Power
You gain attack bonuses and 1 hp/level.
Domain Spell (Level 4)
Fire Shield
Creatures attacking you take fire damage; you're protected from heat or cold.
Cure Spell (Level 4)
Cure Critical Wounds
Cures 4d8 damage + 1/level (max +20).
Claiomh Solais
+1 Keen Rhoka
Crown of Sawbones
Healing Spells are cast at +1 CL.
Prism of Lathander
Empowers spells with the light based descriptor.
Ephod of Authority
Spells are cast at +1 CL.
Fullplate +2
These also have +1 spikes defending.
Tower Shield +2
Magical Tower Shield.
Healing Belt
Heal up to 4d8 hp daily.
Wand of Lesser Vigor
50 Charges.

  • Common
  • Celestial
  • Loross
  • Dwarven
  • Draconic
Scion of the Sunlord
Grael Amaun


I was born with a purpose, that was what I was told. I never knew my mother or father, nor was I ever told where my obvious celestial blood came from. I was told I had a purpose, and that was all I needed to know. Some might bemoan the lack of parents, be driven by a desire to know where they came from, these people lack a purpose. My purpose was to herald the return of a god, I had not the time for such fleeting and irrelevant concerns.

Growing up I had the company of three others, our teacher and the man who raised us was the priest Terion Mys, I was raised with two others like myself, Creed and Aurora. We were children of destiny, we had purpose, but they were weak. Creed was a Tiefling, and his destiny was similar, but he grew to be rebelious and distracted from his task. He abandoned the strict life and ran away, seeking solace in the service of Ibrandul, his fate now is unknown. Aurora, a fire genasi, proved capable, but Terion’s efforts were for naught, despite training she never had the faith required. Her fate is unknown. She was missed, faith in what outsiders called a dead power, if they knew of him at all made it difficult.

I was strong, I had purpose, I had faith. At the age of sixteen I found myself alone in my studies, working with Terion to enhance my fledgling abilities. Creed gone years before, he was older. fifteen when he ran away, I was seven at the time. Aurora had been sent away just a year before, when I was fifteen, she was seventeen at the time. The solitude was fine, it allowed me to focus and I was able to become stronger, faster.

At nineteen I and Terion were set to venture out, he had been distracted for a time, but whatever his plans, they were not to be. He left one day to pick up supplies and never returned, I heard of bandits in the region but his body was never found. Nineteen, alone, but with a purpose.

By the time of the Inkclasm I had already been out for a number of years, I was twenty four, and so close to my goal I could taste it. I thought my destiny was at hand, and then I was betrayed by my companions. My time was best spent over the next year focusing on furthering my goals through more traditional means. A god that has faded from neglect should be revived my restored faith, and so I endeavored to follow that path.

It was during this time I met Roland, and expanded my followers. It was slow, but steady work.


Grael is a serious young man, with a mindset and focus beyond that of others his age. He is a man on the mission more annoyed than pleased when things distract him from it. He appreciates and rewards loyalty but will not suffer a betrayal. He is a touch paranoid as well, and distrusts those who do not share his same outlook and goals.


  • Symbol of Amaunator, in order to become a Sunmaster. (Complete)
  • Restoration of Amaunator (Long Term)
  • Death of Aris and Talis (Short-mid)
  • Hinder, or otherwise disrupt the efforts of Alustriel (Short-Long)
  • Kill Alustriel (Long Term)
  • Conversion (Short-Long)
  • Locate lost relics/temples of Amaunator (Short-Long)
  • Drive out the pretender from the north. (Long term)


A tall stern looking young man, his eyes have a golden sheen and his hair is a lustrous white. Attractive, well built, he looks his age, but carries himself as if weighed down by more years than his appearance reflect.

Grael Amaun

Dove's Silver Marches Campaign mrwakka