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Tales of Achar: Caretakers

Charis

Charis means "grace" in Greek.

Statistics based in part on Pelor from Deities & Demigods

The Light of Goodness

Greater Power

Symbol: Solar disk (circle with 12 rays)

Alignment: Lawful good

Portfolio: The sun, grace, mercy, life

Worshipers: Paladins, druids, rangers, healers, commoners.

Worshippers Align: Any (mostly LG, NG, LN, N, CG)

Cleric Align: LG, NG, LN

Domains: Fire, Good, Healing, Repose, Sun

Favoured Weapon: Quarterstaff

Superior: The One God

Allies: Acharis, Esse Mater

Foes: Sheol, Ugra, Casus

Caretaker of the sun, Charis is revered as both life-giver and provider, hence his popularity in rural communities (the crops need the sun's light to grow). He appears as an older man with streams of radiance in place of his hair and beard. He is the creator of many good things, a supporter of those in need, and an adversary of all that is evil. Of all the Caretakers, he is most closely identified with the One God (a case of mistaken identity he works hard to correct).

Charis and Acharis are sibling deities, and their churches have strong ties. Both have a strong affinity for the law, although Charis is concerned with the spirit of the law, while Acharis is concerned with the letter of the law. Acharis is upholds the law as the foundation of society. Lawbreakers are to be judged and punished.

Charians balance their regard for the law with a sense of mercy. Disagreements between the churches often occur over how wrongdoers are to be treated.

Dogma

A proponent of peace and mercy, Charis encourages his followers to obey the law and to fight evil in their hearts and minds. He supports those who actively oppose evil with physical and spiritual healing. It takes great evil to stir him to take up arms, but he is a terrible opponent when aroused.

Charis teaches that the One God gives the gift of life, and that the sun is a major source of that gift. The light strengthens the weak, heals the infirm, and shows the way to truth. It reveals the evil that is hidden in darkness, allowing for repentance and redemption, although the incorrigible are destroyed. He urges his followers to stand firm against the forces of darkness, but also to remember that just as staring at the sun can blind the eyes, relentless pursuit of justice can blind the heart to the essential qualities of kindness, mercy, and compassion.

Since the rebellion of Sheol, Charis has also taken on the task of guiding those who pass beyond the Realm Within into the embrace of the One God. Charis teaches that death is the end only of the time of preparation, and that life continues in Eternity. Thus, death may be a time of grief, but it is also a time of hope.

Clergy & Temples

The clerics of Charis prefer white or pale yellow clothing, often trimmed with gold. They are kind-hearted and gentle, but possess an iron resolve. They use their powers to heal, nourish, and aid the needy, but do not neglect their martial training in case they might need to take up arms to protect their charges. They also preside over funerals, giving comfort to the grieving. A few adventuring clerics, and a small company of paladins, bring light to the darkness by opposing evil beings and spreading Charis's gifts to all needy folk they encounter.

Temples to Charis tend to be simple, homey buildings painted white. Most have flat roofs to allow for prayers to take place in the light of the rising sun. They are kept scrupulously clean, and often include both a hospital wing and a granary to store food for times of need.

Charis

Cleric 20 / Druid 10 / Fighter 10

Medium-Size Outsider

Divine Rank: 18

Hit Dice: 20d8+180 (outsider) plus 20d8+180 (Clr) plus 10d8+90 (Drd) plus 10d10+90 (Ftr) (1040 hp)

Initiative: +11 (+7 Dex, +4 Improved Initiative)

Speed: 60 ft.

AC: 75 (+7 Dex, +18 divine, +31 natural, +9 deflection)

Attacks*: +5 disruption flaming burst quarterstaff +80/+75/+70/+65 melee, +5 holy lawful quarterstaff +80/+75/+70/+65 melee; or spell +70 melee touch or +65 ranged touch *Always receives a 20 on attack rolls; roll die to check for critical hit.

Damage*: +5 disruption flaming burst quarterstaff 1d6+42/19-20, +5 holy lawful quarterstaff 1d6+42/19-20; or by spell *Always does maximum damage (quarterstaff 48 points).

Face/Reach: 5 ft. by 5 ft. / 5 ft.

Special Attacks: Turn undead 24/day, domain powers, salient divine abilities, spell-like abilities.

Special Qualities: Divine immunities, fire immunity; DR 53/+4; fast healing 37; spontaneous casting of divine spells; understand, speak, and read all languages, and speak directly to all beings within 18 miles; remote communication; godly realm; teleport without error at will; plane shift at will; nature sense; resist nature's lure; trackless step; venom immunity; wild shape (Small, Medium-size, or Large 4/day); woodland stride; SR 50; divine aura (19 miles, DC 36).

Saves*: Fort +59, Ref +57, Will +65. *Always receives a 20 on saves.

Abilities: Str 34, Dex 24, Con 28, Int 32, Wis 40, Cha 29.

Skills*: Animal Empathy +39, Concentration +85, Craft (glass making) +91, Craft (metalworking) +91, Craft (pottery) +91, Diplomacy +57, Handle Animal +72, Heal +70, Intuit Direction +38, Knowledge (arcana) +79, Knowledge (nature) +69, Knowledge (religion) +62, Knowledge (undead) +43, Listen +60, Perform +49, Profession (farmer) +95, Profession (herbalist) +95, Ride (horse) +63, Scry +61, Search +51, Sense Motive +55, Spellcraft +71, Spot +60, Wilderness Lore +55. *Always receives a 20 on checks.

Feats: Cleave, Combat Reflexes, Divine Might, Divine Vengeance, Dodge, Empower Spell, Expertise, Extend Spell, Extra Turning (×3), Great Cleave, Improved Critical (quarterstaff), Improved Initiative, Mobility, Mounted Combat, Power Attack, Reach Spell, Ride-By Attack, Sacred Spell, Spirited Charge, Spring Attack, Superior Expertise, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff), Whirlwind Attack.

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.

Salient Divine Abilities: Alter Reality, Alter Size, Area Divine Shield, Avatar, Craft Artifact, Create Greater Object, Create Object, Divine Blast, Divine Creation, Divine Fast Healing, Divine Fire Mastery, Divine Inspiration, Divine Radiance, Divine Shield, Divine Storm, Divine Weapon Focus (quarterstaff), Divine Weapon Specialization (quarterstaff), Extra Domain (Fire), Extra Domain (Repose), Gift of Life, Life and Death, Mass Divine Blast, Mass Life and Death.

Domain Powers: 18/day turn or destroy water creatures, or rebuke or command fire creatures; cast good spells at +1 caster level; cast healing spells at +1 caster level; 18/day death touch (if subject touched does not have at least 120 hp, it dies); 18/day greater turning.

Spell-like Abilities: Charis uses these abilities as a 30th-level caster, except for good spells and healing spells, which he uses as a 31st-level caster. The save DCs are 39 + spell level. Aid, blade barrier, burning hands, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, death ward, deathwatch, destruction, dispel evil, elemental swarm (fire), endure elements (fire or cold), fire seeds, fire shield, fire storm, flame strike, gentle repose, heal, healing circle, heat metal, holy aura, holy smite, holy word, incendiary cloud, magic circle against evil, mass heal, prismatic sphere, produce flame, protection from evil, regenerate, resist elements (fire or cold), searing light, slay living, speak with dead, summon monster IX (good), sunbeam, sunburst, surelife, true resurrection, wail of the banshee, wall of fire.

Cleric Spells/Day: 6/10/10/10/9/9/8/8/7/7; base DC = 25 + spell level.

Druid Spells/Day: 6/8/8/7/6/5; base DC = 25 + spell level.

Possessions: Charis carries the Staff of Life, a double weapon. Both ends have a +5 enhancement bonus. One end has both the disruption and flaming burst special abilities, and the other end has the lawful and holy special abilities.br> Caster Level: 20th; Weight: 5 lb.

Other Divine Powers

As a greater power, Charis automatically receives the best possible result on any die roll he makes (including attack rolls, damage checks, and saves). He is immortal.

Senses: Charis can see, hear, touch, and smell at a distance of 18 miles. As a standard action, he can perceive anything within 18 miles of his worshippers, holy sites, objects, or any location where one of his names or titles was spoken in the last hour. He can extend his senses to twenty locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 18 hours.

Portfolio Sense: Charis senses every dusk and dawn, and know when any source of light or fire is lit or extinguished. He is likewise aware of any act of healing. He notes these things 18 weeks before they happen, and retains the sensation for 18 weeks after the event occurs.

Automatic Actions: Charis can use Craft (glassmaking), Craft (metalworking), Craft (potter), Knowledge (arcana), Knowledge (religion), Knowledge (undead), Profession (farmer), or Profession (herbalist) as a free action if the DC is 30 or lower. He can perform up to twenty such free actions each round.

Create Magic Items: Charis can create any weapon and any item that has the power to shed light or flame, such as flaming burst weapons, a helm of brilliance, or a robe of scintillating colours. He also can create items with the power to heal injuries or restore life, such as a potion of healing, a staff of life, or doses of Keoghtom's ointment.

Avatars

Charis's avatars usually look just like he does (with golden normal hair and beard), but they can appear in any humanoid form he chooses. Charis dispatches them to deal with epidemics or to treat the injured after great disasters, especially if another power brought about the calamity.

Avatar of Charis: As Charis except divine rank 9; AC 57 (touch 36, flat-footed 46); Atk +67/+62/+57/+52 melee (1d6+26/19-20, +5 disruption flaming burst quarterstaff) or spell +62 melee touch or +57 ranged touch; SQ DR 44/+4, SR 41, divine aura (900 ft., DC 27); SV Fort +50, Ref +48, Will +56; all skill modifiers reduced by 9.

Salient Divine Abilities: Alter Size, Area Divine Shield, Divine Blast, Divine Fast Healing, Divine Radiance, Divine Shield, Extra Domain (Fire), Extra Domain (Repose), Extra Energy Immunity (fire), Gift of Life, Life and Death.

Spell-Like Abilities: Caster level 17th; saving throw DC 27 + spell level.