S OLAIRE OF ASTOR ASolaire is a knight of Astora, a noble and refined land before it was assaulted by the evil eye. He is a Warrior of Sunlight, one who praises the sun itself, and seeks a sun of his own. Whether this a metaphor for becoming a hero and finding his own significance in the world, or completely literal, is hard to gauge; however, he takes this quest seriously enough to have become undead and traveled far in its pursuit. He is a brave and talented knight, optimistic and always eager to lend a hand.CHECKSRoll 3d10and take the highest result for checks to encourage, inspire, or motivate, and checks that involve religion or religious lore.Roll 2d10 and take the highest result for attack checks made with melee weaponry, defense checks, and checks to empathize or understand what others are feeling.Roll 1d10 for anything else.XPWhen you and your party accomplish something great that none of you could have done on your own, gain 1 XP.When you help rebuild your group’s spirits when things seem especially bleak, gain 3 XP.Whenever you make a great sacrifice in order to find your own significance, or give up something you value to serve as a light and example to others, gain 5 XP.YOU BEGIN WITHWarrior of Sunlight: Though you are a long way from Lordran, the curse of undeath still lingers. When you would normally die, you may choose instead to sacrifice 10 XP, or to unlearn one of your leveled abilities. If you do this, instead of dying, you simply rematerialize wherever you last took a full rest. If you cannot do this (or you choose not to), your body will rematerialize at the place of your last full rest as a hollow--an aggressive and violent undead, hostile to all those unlike you, and no longer under your control.LEVEL UP CHOICESBountiful Sunlight: This special miracle was bestowed by the Princess of Sunlight and acquired, somehow, in a different time. A soft glow surrounds you, warming those in your presence. You can cast this miracle as a side action; once active you, and any allies near you, regain 1 HP every ten seconds for fifty seconds (or for five combat rounds), for a total of 5 gradual HP. Shut this ability down after use.Great Heal: Great Heal is a long tale, only learned by a select few and only cast by advanced clerics. As a side action, you may cast Great Heal on yourself, or an ally near you. Roll 2d10 and take the higher result; the target recovers that much HP. If you heal 6 or more HP at once with this miracle, shut this ability down.Great Lightning Spear: You can perform a miracle, conjuring a massive lance made of pure lightning into your hand and hurling it at an enemy. Great Lightning Spear gains +2 on the attack check against foes weak to Electricity, and if it connects with a body of water, will deal damage to everything in that water at no penalty.Heir to the Sun: Your worship of the sun has been duly rewarded. You receive +2 on defense checks against Electricity based attacks, and you are immune to the Fear status effect.Jolly Co-operation: You can provide emotional support, encouraging your allies on non-combat tasks. When you use Jolly Co-operation, the target receives a +1 bonus to whatever check you are cheering them on for. When you use this ability, roll 1d10; on a 1-5, shut it down.Orange Charred Ring: You have acquired a ring once enchanted by a witch. While wearing it, you receive +2 against all Firebased damage, and are immune to the effects of extreme heat. You can--specifically--wade through magma and hot lava with no ill effects.Sacred Oath:You may perform this miracle as a side action. Once in effect, you and allies near you gain +1 on all attack and defense checks for the remainder of the battle, or for the next minute (if used out of combat). Shut this ability down after use.White Soapstone:Once, this soapstone allowed Undead to assist each other through distorted time. With reality altered by the Great Collide, it works a little differently. You may draw a rune on the ground or a nearby wall with this soapstone; those you consider allies will see it manifest near them, and they may use the rune to summon you to their side. You teleport, arriving 10 seconds later (or at the start of the next round, if in combat).