Fuegan, High Cleric of Pelor

Description
Fuegan is the highest ranking Cleric in the temple of Pelor, the Sunshine Sanctuary & Hospital, on the Isle of the Gods in Onkh-Morpark. A compassionate and noble man, he has two great missions in his life. The first is to cure the sick, heal the wounded and aid the infirm and crippled. A good life begins with good health and Fuegan takes this mantra very seriously. The other mission is the destruction of any and all Undead he can find. Those that cheat death are an abomination against the light of Pelor and must be vanquished.

For this reason, he helped the party against the Headless Horseless Horseman, using his divine magics in an attempt to destroy it. He succeeded, but only partially as he didn't destroy the Horseman's head along with the rest of the body. The powerful wraith is gone now, temporarily, but will return one day to once again harvest the souls of the living with his Headtaker. Nonetheless, Fuegan appreciated the party's assistance and offered to provide them with a free Ressurection, should one of them fall.

Fuegan is a short stocky Azer with a short, trimmed beard and mustache, and of course the fiery hair of his species. When in the temple, he wears the standard red robes with flame motif, but when out hunting the undead, he wears silvered armor polished to a mirror shine.

Special Abilities

 * Heat(Ex): Your body is intensely hot, so your unarmed attacks deal extra (1 pt) fire damage. Your metallic weapons also conduct this heat.
 * Aura of Good(Ex): You have a moderate aura of Good.
 * Spontaneous Casting: Can spontaneously cast Cure spells; by sacrificing a pre-prepared spell of equal or higher level.
 * Restricted Spells: cannot cast Evil spells.
 * Turn Undead(Su): Can turn undead 7 times per day. A turning check is made on 1d20+6; turning damage is equal to 2d6+18 on a successful check.


 * Domains:
 * Sun: Once per day, you can perform a greater turning in place of a regular turning attempt. Any undead affected by this are destroyed instead of turned or rebuked.
 * Healing: You cast healing spells at +1 caster level.
 * Purification: You cast abjuration spells at +1 caster level.


 * Divine Health(Ex): You are immune to all diseases; including magical diseases such as mummy rot and lycanthropy.
 * Radiance: When you cast a spell with the light descriptor; the radius of illumination is doubled; and the spell is treated as if it were one level higher than it actually is for all purposes; including determining whether it can counter or dispel a spell with the darkness descriptor.
 * Extra Greater Turning: You can perform a greater turning 7 times per day.
 * Supreme Healing(Ex): When you cast a domain spell from the Healing domain; that spell is affected as though by the Maximize Spell feat and Empower Spell feat.
 * Aura of Warding(Su): You and your allies within 10 feet gain a +2 morale bonus on Will saving throws.
 * Positive Energy Burst(Su): As a standard action you can create a positive energy burst that deals 1d6 points of damage per level to all undead creatures within 100 feet of you. Undead are allowed a Reflex save DC (20) to avoid half the damage. This supernatural ability uses up two turning attempts.

Feats

 * Augment Healing: Healing spells do +2 per spell level.
 * Disciple of the Sun: Spend an extra turn attempt to destroy undead instead of turning them.
 * Divine Metamagic (Reach Spell): Spend turn/rebuke attempts to enhance spells with a metamagic feat.
 * Sacred Boost: Nearby cure spells are maximized for 1 round.
 * Reach Spell: Touch spell becomes a ray with 30-ft. range.
 * Sacred Radiance: You can expend turn/rebuke attempt to create a radius of light that soothes allies, hampers undead.

Spells
Spell prepared: (CL 14)
 * 1st (7/day, Save DC 18): Bless, Detect Undead x2, Divine Favor, Hide from Undead, Sanctuary, Shield of Faith
 * 2nd (7/day, Save DC 19): Consecrate, Gentle Repose, Remove Paralysis x2, Lesser Restoration x2, Zone of Truth
 * 3rd (6/day, Save DC 20): Dispel Magic, Daylight, Protection from Energy, Remove Curse, Remove DIsease, Searing Light
 * 4th (5/day, Save DC 21): Death Ward x2, Neutralize Poison, Restoration x2
 * 5th (4/day, Save DC 22): Break Enchantment, Flame Strike, Disrupting Weapon, Raise Dead
 * 6th (4/day, Save DC 23): Greater Dispel Magic, Greater Glyph of Warding, Undeath to Death x2
 * 7th (3day, Save DC 24): Holy Word, Greater Restoration, Ressurection