Aureal, the Golden Saint
Daedra; Major; White Soul (1000)
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 55 | Hit Points | 25 | Combat | 105 |
| Endurance | 50 | Wound Thr. | 16 | Magic | 95 |
| Agility | 50 | Magicka | 100 | Evade | 90 |
| Intelligence | 50 | Stamina | 5 | Observe | 70 |
| Willpower | 65 | Initiative | +15 | Stealth | 80 |
| Perception | 50 | Action Pts. | 3 | Knowledge | 70 |
| Personality | 50 | Speed | 15m | Social | 70 |
| Morale | 95 | Size | Med. | Physical | 75 |
Weapons & Armor
- Has one of:
- • Golden Longsword: 1d8(1d10)+4; Slashing, Magic; Reach
- 2m, 1.5H
- • Golden Shortblade: 1d6+4; Slashing, Magic, Exploit
- Weakness; Reach 1m, 1H
- • Golden Mace: 1d8+4; Crushing, Magic, Unwieldy; Reach
- 2m, 1H
- • Golden War Axe: 1d8+4; Splitting, Magic, Unwieldy; Reach
- 2m, 1H
- Also has:
- • Golden Longbow: 1d8; Reload (2), Magic, Unwieldy; Range
- (25 / 265 / 365)m, 2H
- ▪ Includes 12 Golden Splitting or Slashing Arrows (+4
- damage, Magic)
- • Golden Armor: AR 7 / Magic 7; Magic; Medium, Partial
- May Also Have:
- • Golden Shield: 12 BR / 9 MR, Heavy, Magic.
Special Abilities
- • Sunder Weapon (1 AP + 2 SP): As a primary action, the
- Golden Saint can touch a single weapon, which immediately
- gains the Damaged (10) quality.
- • Eagle Eye (1 SP): As a free action before attacking with a
- bow, the Aureal may add +20 to hit, and cause the target to
- be knocked prone if damaged unless they pass a -10 En-
- durance or Strength test.
- • Killing Blow (1-3 SP): Before rolling melee damage, the
- Golden Saint can spend SP to increase the damage by +3
- for each Stamina Point spent, up to a maximum of 3 SP.
- • Refresh Spells (1 SP): The Golden Saint can spend a Stamina
- Point to either regain magicka points up to half their MP
- max or refresh all their used spellcasts used with the Spellcaster
- trait.
- Encountering Aureals
- These golden clad warriors of the mad prince can be found most
- often within the Shivering isles, where they can be seen watching
- over the inhabitants of Mania. A matriarchal humanoid species
- of daedra, it is rare to even come across a male Aureal as within
- their society they are looked down upon when compared to
- their female counterparts. Being only one half of Sheogorath’s
- army, these “saints” hold a large amount of distaste for the mortal
- races. For the most part this race is proud, arrogant, quick to
- anger, and they deal out very cruel punishments.
- In combat most Golden Saints are very aggressive and not afraid
- to fight with the golden weapons they wield, but most of them
- also are proficient spellcasters and are not predisposed to burning,
- freezing, and shocking their adversaries.
- Aurorans
- Auroran
- Aurorans are golden armored daedra in the service of Meridia that
- wield powerful axes infused with lightning. They are resistant to
- both magic and lightning.
Encountering Aureal, the Golden Saint
121 Traits • Dark Sight • Innate Magic: Can cast spells even if one or both hands are occupied. • Resistance (Normal Weapons, 5) • From Beyond • Reflect Magic (1) • Weakness (Poison, 5) Spells Has one of the following Spell Lists: List One • Heal 6: 13 MP; Caster regains 12 HP • Shock Bolt 7: 16 MP; 2d10 Shock; Attack, Overload (+WpB to Damage), Ranged (100m) • Burden 3: 13 MP; Target within 50m tests Str at +0. On failure, their encumbrance level increases by one for one round. • Shock Shield 3: 6 MP; Upkeep, Defensive Overload; Target character within 50m gains a magical barrier with 3 HP for Shock damage for 1 round. (See original spell for details). List Two • Heal 6: 13 MP; Caster regains 12 HP • Fire Cone 7: 21 MP; 2d10 Shock; Attack, Overload (+WpB to Damage), AoE (5m, Cone) • Frost Shield 3: 6 MP; Upkeep, Defensive Overload; Target character within 50m gains a magical barrier with 3 HP for Frost damage for 1 round. (See original spell for details). • Fire Shield 3: 6 MP; Upkeep, Defensive Overload; Target character within 50m gains a magical barrier with 3 HP for Fire damage for 1 round. (See original spell for details). List Three • Heal 6: 13 MP; Caster regains 12 HP • Drain Magicka 7: 18 MP; Upkeep, Direct, Attack; Target within 50m must succeed Wp +0 or lose 28 MP • Disintegrate Armor 3: 14 MP; Ranged(100m), Attack; Target within 100m applies Damaged(3) quality to the piece of armor on the hit location (or shield, if blocked) • Frost Bite 3: 7 MP; 1d8 Frost; Attack, Overload (+WpB to Damage), Melee (1m) List Four • Heal 6: 13 MP; Caster regains 12 HP • Frost Bolt 7: 16 MP; 2d10 Frost; Attack, Overload (+WpB to Damage), Ranged (100m) • Armor 3: 17 MP; Upkeep, Defensive Overload; Caster gains 3 AR for 1 minute. • Fire Armor 3: 17 MP; Upkeep, Defensive Overload; Caster gains 3 Fire AR for 1 minute. 2 Be it heeding the call of the Ayleids or their master and creator Meridia, Aurorans will typically be found in Ayleid ruins, for whatever regal or divine purpose they may have been given. Their preference for heavy armor and shock enchanted weapons is universal, and as such any preparations dedicated to dealing with them can always take those factors into account. The Aurorans are well known for their universal and nearly inescapable
Loot
- If slain while permanently bound to Mundus, a Golden
- Saint’s weapons and armor will be recoverable, otherwise
- the Saint’s body and equipment vanish back to Oblivion.
- Golden Saints’ arms and armor have the same weight and
- enchant values as Malachite.
- Additionally, if slain while permanently bound to Mundus,
- a character can make a -40 Alchemy test to salvage the
- Daedra’s Heart, which is a Legendary Restoration ingredient.
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