Father Sam Lutty

Sam Lutty is a human cleric, championing Pelor, the God of the Sun. He serves as a tank for his group, but can become a dedicated healer when necessary.

## Backstory

Sam Lutty is the second son of a wealthy merchant family in Grimrest. With his older brother set to inherit the family business, leaving little for Sam, Sam left his home to join the monastic Order of the Dawn when he was only 12 years old. It was with the Order of the Dawn that Sam found a purpose in life. Despite his numerous sexual exploits, Sam dedicated himself to following Pelor.

Sam lived with the Order of the Dawn for the entirety of his teenage years, studying and practicing to become a full member within its ranks. The day that he turned 17 the leaders of the Order of the Dawn approached him with an offer to become a full fledged cleric within the Order. There was, however, a condition by which all Clerics of the Dawn must abide: cut ties with earthly possessions and renouncing any claim to inheritance.

After deliberating on the decision for just one night, Sam decided that renouncing what meager inheritance he was due was well worth it in order to become a Cleric of the Dawn. Soon after, Sam set out for the long journey home to relay the news to his family. His family was extremely supportive of the decision, especially considering Sam only had to give up claims to physical items—he could maintain his familial bonds.

Upon returning to the Order of the Dawn, Sam found that his brothers and sisters had been corrupted by a malevolent force from the plane Grey Waste of Hades. The clerics that Sam had spent the last 5 years with had become bloodthirsty and power hunger shells of what they once were, and renamed themselves as the Order of the Crimson Dawn. When Sam refused to join then and fled, they took their revenge by sending agents to Grimrest to desecrate and recruit Sam's entire family.

Sam's goal in life is to redeem his family and brethren and restore the Order of the Dawn to its former glory. Or, if the corrupted members are beyond redemption, eradicate them to cleanse the world of the vile taint

## Domains

As a cleric of Pelor, Sam strives to live according to all aspects of the Sun God. However, Sam particularly exemplifies the domains of Healing and Sun, granting him bonuses and access to additional spells.

### Healing

Healing spells are cast at a +1 caster level.

### Sun

Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.

## Class Abilities

### Turn Undead

Good clerics and paladins and some neutral clerics can channel positive energy, which can halt, drive off (rout), or destroy undead.

**Turning Checks**: Turning undead is a supernatural ability that a character can perform as a standard action. It does not provoke attacks of opportunity. You must present your holy symbol to turn undead. Turning is considered an attack.

**Times per Day**: You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier. You can increase this number by taking the Extra Turning feat. Range: You turn the closest turnable undead first, and you can’t turn undead that are more than 60 feet away or that have total cover relative to you. You don’t need line of sight to a target, but you do need line of effect.

**Turning Check**: The first thing you do is roll a turning check to see how powerful an undead creature you can turn. This is a Charisma check (1d20 + your Charisma modifier). Table 8–9: Turning Undead gives you the Hit Dice of the most powerful undead you can affect, relative to your level. On a given turning attempt, you can turn no undead creature whose Hit Dice exceed the result on this table.

**Turning Damage**: If your roll on Table 8–9: Turning Undead is high enough to let you turn at least some of the undead within 60 feet, roll 2d6 + your cleric level + your Charisma modifier for turning damage. That’s how many total Hit Dice of undead you can turn. If your Charisma score is average or low, it’s possible (but unusual) to roll fewer Hit Dice of undead turned than indicated on Table: 8–9 Turning Undead. For instance, 1 1st-level cleric with an average Charisma score could get a turning check result of 19 (cleric’s level +3, or 4 HD), which is enough to turn a wight, but then roll only 3 on his turning damage roll—not enough to turn that wight after all. You may skip over already turned undead that are still within range, so that you do not waste your turning capacity on them.

**Effect and Duration of Turning**: Turned undead flee from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. (You can stand within 10 feet without breaking the turning effect—you just can’t approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect.

**Destroying Undead**: If you have twice as many levels (or more) as the undead have Hit Dice, you destroy any that you would normally turn.

Table 8–9: Turning Undead
 1-3
 4-6
 7-9
 10-12
 13-15
 16-18
 19-21
 22 or higher

## Feats

**Extra Turning** - Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.

**Lightning Reflexes** - You get a +2 bonus on all Reflex saving throws.

**Craft Wand** - You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level × the spell level × 750 gp. A newly created wand has 50 charges.