Solaris, the Unconquered

PathsI Light

II Fortune

III Protection

Skills: Athletics, Craft (Music), Impress, Search

Ritual Weapon: Bow, Sword

Avatar: Herald Angel (pg. 253)

Alignments: Light, Fortune

Opposed Alignments: Darkness, Curses

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Solaris is the son of Iopater and a major solar deity, representing the life-giving power of the sun. He makes up the third and final part of the Ineffable Triumvirate of the Sallustrian Church.

Priests of Solaris praise the power of light and shun darkness; Solaris' shrines are usually found in the open air or feature large windows to let the light of his blessed symbol shine through onto the faithful.

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  • PATH OF LIGHT

Light I: You’re immune to flash damage. You may also cast Flare and Glow I at will.

Light II: You gain a trick:

Blinding Blow (Ritual Weapon or Unarmed Attack Trick): Your target must also make a Fort save (DC equal to damage inflicted)or be blinded for 1 round. You may use this trick a number of times per combat equal to your Light Step.

Light III: You may cast Glow II and Searing Ray once per scene.

Light IV: You may cast Light’s Grace and Sunlight I once per scene.

Light V: You may cast Scintillating Pattern and Sunlight II once per scene.

  • PATH OF FORTUNE

Fortune I: You gain the Fortunate feat.

Fortune II: You may activate a threat as a critical hit or success without spending an action die a number of times per session equal to your Fortune Step.

Fortune III: You gain a magic bonus with action die results equal to your Fortune Step.

Fortune IV: You may use your Fortune II and Fortune III abilities on allies you can see and hear.

Fortune V: You gain the proven worth class ability (see page 48).

  • PATH OF PROTECTION

Protection I: You gain a +5 bonus with Notice checks.

Protection II: You gain an insight bonus to Defense equal to your Protection Step. You may also cast Shield Other once per scene.

Protection III: You may cast Glyph of Protection I and Resilient Sphere I once per scene.

Protection IV: When you or a teammate makes a saving throw, the roll is made twice, keeping the result you prefer. You may also cast Wall of Counter Magic once per scene.

Protection V: You may cast Protection from Spells and Lift Curse III once per scene.