Jirachi
2017-02-08, 07:33 PM
Temple guardian
"You think that Radiant Pelor cares not for his temples? You think that he does not bestow divine gifts to his temples? Think upon the idiocy of your invasions as you burn away in his light." The eternal guardian, Human Temple guardian.
The temple guardian care not just about there god, but the places that the god is revered in. Some choose the path of Temple guardian because they appreciate the architecture of a shrine ,or perhaps because they are naturally cautious, perhaps to the point that they cannot bear going into a situation where they do not have a specific counter for there problem.
Others are temple guardians because of more than just a temple, but because of something in the vault, perhaps an ancient magic item of a long-dead hero.
Adventures: Much as a Cleric would adventure, though Temple guardian may adventure because the vault in the temple was breached, or because of a threat to the area around the temple.
Characteristics: The class cast as a cleric, but has less spells per day, and some base-building class features that make them very difficult to defeat in there sacred space.
Alignment: Temple guardians may have any alignment (standard worshiping caveats apply) though Temple guardian are often lawful simply becuase there role is a dedication to duty.
Religion: Temple Guardians often worship gods of note in the setting, as well as worshipping Gods of Endlessness, Watchfulness, Patience and Strength because the temple guardian requires those qualities in spades in order to be effective at there job.
Background: Perhaps your character is naturally homesick, and wants to stay around the temple, guarding the holy relics. Perhaps your character yearns to go off to war and cannot, for somethings are just to important to ignore. Alternatively, your character liked watching the clouds flow past, and thought that they should get an occupation where they do just that.
Races: There is a suprisingly large contingent of Beholder Temple guardians, becuase of there extremely reclusive nature and immense life span, many beholders simply invent Deities to pray to in order to pass the time, amongst there other hobbies.
Other Classes: You likely have a good relationship with Clerics and other divine spell casters of your faith, as you are practicing much the same trade as they are. Martial classes likely think that you are somehow cheating in order to get some of the martial skill that they possess, or they think that you are a worthy opponent.
Role: Your class is a primary caster, so it serves that function, though they may also be the designated item creator in the party, due to there additional warding capabilities.
Adaptation: Think about what kind of things that a temple guardian is guarding, and consider implementing features that make it seem as though the magic is bleeding into them.
GAME RULE INFORMATION
Temple Guardian's have the following game statistics.
Abilities: As with all primary casters, your primary ability score is very important, so you will probably pump it as high as you can. You should also try to have good strength and constution scores in order to be effective in close combat.
Alignment: Any, but is within one step of your deity or cause.
Hit Die: d8
Starting Age: As Cleric.
Starting Gold: As Cleric.
Class Skills
The Temple Guardian's class skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Religion), Knowledge (The Planes), Profession (Wis), Spellcraft (Int)
Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
CTemple Guardian
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+2
+0
+2
Sacred text, Turn or Rebuke Undead, Intense devotion, Designate temple
3
1
-
-
-
-
-
-
-
-
2nd
+1
+3
+0
+3
Improved consecrate / desecrate
4
2
-
-
-
-
-
-
-
-
3rd
+2
+3
+1
+3
Undefilable Temple
4
2
1
-
-
-
-
-
-
-
4th
+3
+4
+1
+4
Combat Reflexes
5
3
1
-
-
-
-
-
-
-
5th
+3
+4
+1
+4
Detect defiler, Bonus Feat
5
3
1
1
-
-
-
-
-
-
6th
+4
+5
+2
+5
Divine body
6
3
2
1
-
-
-
-
-
-
7th
+5
+5
+2
+5
Infused temple
6
4
2
1
1
-
-
-
-
-
8th
+6/+1
+6
+2
+6
Ambient Divine power
6
4
2
2
1
-
-
-
-
-
9th
+6/+1
+6
+3
+6
Temple Awareness, Bonus Feat
6
4
3
2
1
1
-
-
-
-
10th
+7/+2
+7
+3
+7
Domain study
6
4
3
2
2
1
-
-
-
-
11th
+8/+3
+7
+3
+7
Constant Divine power
6
4
4
3
2
1
1
-
-
-
12th
+9/+4
+8
+4
+8
Teleportation filtration
6
5
4
3
2
2
1
-
-
-
13th
+9/+4
+8
+4
+8
Anti-scrying warding, Divine Grace
6
5
4
4
3
2
1
1
-
-
14th
+10/+5
+9
+4
+9
Bonus Feat
6
5
5
4
3
3
2
1
-
-
15th
+11/+6/+1
+9
+5
+9
Home of Worship
6
5
5
4
4
3
3
2
1
-
16th
+12/+7/+2
+10
+5
+10
6
5
5
4
4
3
3
2
1
-
17th
+12/+7/+2
+10
+5
+10
Timeless guardian
6
5
5
4
4
4
3
2
1
1
18th
+13/+8/+3
+11
+6
+11
Bonus Feat
6
5
5
4
4
4
3
3
2
1
19th
+14/+9/+4
+11
+6
+11
6
5
5
4
4
4
3
3
2
2
20th
+15/+10/+5
+12
+6
+12
Loci transformation
6
5
5
4
4
4
4
3
2
2
Class Features
All of the following are class features of the Temple Guardian.
Weapon and Armor Proficiencies: The Temple Guardian is proficient in all simple and martial weapons, and all armors and non-tower shields.
Spells: The Temple guardian casts much as a Cleric does, though you are endowed with slightly less powerful casting. Your Spell casting modifier is Wisdom, your save DCs for your spells is 10 + spell level + Wisdom modifier. You must have a Wisdom score equal to 10 + spell level in order to cast that level of spell. You derive your spells from the Cleric spell list, and may not cast a spell ethically opposed to your beliefs (usually spells with an alignment spell opposed to your alignment) and consecrate and desecrate are first level spells.
Designate Temple (Su): You have a home temple which you guard. This place automatically holds a Desecrate / Consecrate effect. The location need not be a conventional temple, it can be any place where your Deity is of special importance.
Domain knowledge: You exemplify the path of your god as much as any divine caster, allowing you to add domain spells appropriate for your diety to your spell list.
You gain the ability to have flavor appropriate domain spells, with no limit of number. Talk to your DM for getting Domain spells that are not featured on your deities domain list.
Turn or Rebuke Undead (Su): As Cleric.
Intense Devotion (Su): You have a greater harmony with your temple than even clerics. For any Improved consecrate or desecrate effect, you gain a higher benefit and gain a circle against (alignment of choice) effect surrounding you while in either a consecrate or desecrate area depending on your turn or rebuke choice (turn gains benefit in consecrate, Rebuke gains benefit in Desecrate)
Improved Consecrate / Desecrate(Su): You gain a number of scaling benefits and static advantages.
Consecrate: You gain a bonus equal to a quarter of your class level to caster level to spells with the good or healing descriptor (other worshippers gain 1/5 caster level). Undead suffer substantial disruption, gaining an additional penalty to attack rolls, damage rolls and saves equal to one fifth your caster level. In fact, the consecrated space has a Refusal like effect that only effects undead.
Desecrate: You gain a bonus equal to a quarter of your caster level to spells with the Evil descriptor or of the Necromancy school (other worshipers gain a bonus of one fifth your caster level). You may create additional HD of Undead equal to one quarter of your caster level (one fifth for other worshippers).
Both: Any abjuration effect that is of a non-instantaneous duration spell with an area can be attached and has a duration equal to your consecrate / desecrate duration.
Undefilable temple (Su): Aware beings who enter your consecrated / desecrated area are so scared of divine wrath that they may distort the area of a spell so that it does not damage the temple without preparation.
Combat Reflexes: You gain the feat of the same name.
Bonus Feat: As fighter class feature.
Detect Defiler (Su): You have a supernatural awareness and connection with your temple, allowing you to automatically detect anyone who wishes to damage the temple or steal anything from the temple.
Divine Body (Su): You gain a level of divine energy flowing through your body, allowing you to attain feats normally unreachable for a creature of your size. You deal weapon damage as a creature 1 size larger than you, and gain size bonuses, but not penalties to ability scores.
Infused Temple (Su): The place you designate as your Temple gains an omen, an indication of sacredness. A effect producable by minor image always decorates the place of worship, and all characters not opposed to your gods alignment gain a sacred bonus to saves equal to one fifth your caster level, everyone inside gains calm emotions as a spell-like ability usable at will.
Ambient divine Power (Sp): a number of times equal to your wisdom modifier, you may cast divine power as a spell-like ability on yourself.
Divine Power (Su): You are considered to constantly be under the divine power spell.
Domain Study (Su): You gain the granted feature of two domains of your choice, and may pay 1000 xp to gain more granted features from more domains (must still be flavour appropriate) available to you permanently (as if you had the domain as a cleric)
Teleport filtration (Su):Anytime you cast Consecrate or Desecrate, the area is also considered to be under an alarm that goes of with a mental alarm in your head whenever anyone attempts to teleport in, and an Anticipate teleport Greater effect.
Anti-scrying Ward (Su): Anyone wishing to scry on a Consecrated or Desecrated location you have made must make an opposed caster level check with a penalty equal to the highest level spell you can cast. This allows you to gain awareness of the attempt.
Divine Grace (Su): As Paladin, but bonus is based on Wisdom.
Home of Worship (Sp): You are powerfully bonded to your Temple. As a Free action, you may Greater Teleport to a single designated spot of your choice a number of times per day equal to your wisdom modifier.
Timeless Guardian (Su): As Monk's timeless body class feature.
Loci Transformation (Su): You become a spirit of the temple, you become a native outsider, with alignment sub-types corresponding to your alignment. All HD granted by this class are considered outsider HD. In addition, you bind yourself to a single location, and are summoned there by any criteria that could be used to dictate when a genius loci appears (as the spell in Complete Mage). Genius Loci is added to your spell list, and you may cast it on any number of places you wish as long as you establish a priority of which one will summon you if there is a simultaneous incursion). This does not tie you down to one location, it merely summons you when the need arises.
"You think that Radiant Pelor cares not for his temples? You think that he does not bestow divine gifts to his temples? Think upon the idiocy of your invasions as you burn away in his light." The eternal guardian, Human Temple guardian.
The temple guardian care not just about there god, but the places that the god is revered in. Some choose the path of Temple guardian because they appreciate the architecture of a shrine ,or perhaps because they are naturally cautious, perhaps to the point that they cannot bear going into a situation where they do not have a specific counter for there problem.
Others are temple guardians because of more than just a temple, but because of something in the vault, perhaps an ancient magic item of a long-dead hero.
Adventures: Much as a Cleric would adventure, though Temple guardian may adventure because the vault in the temple was breached, or because of a threat to the area around the temple.
Characteristics: The class cast as a cleric, but has less spells per day, and some base-building class features that make them very difficult to defeat in there sacred space.
Alignment: Temple guardians may have any alignment (standard worshiping caveats apply) though Temple guardian are often lawful simply becuase there role is a dedication to duty.
Religion: Temple Guardians often worship gods of note in the setting, as well as worshipping Gods of Endlessness, Watchfulness, Patience and Strength because the temple guardian requires those qualities in spades in order to be effective at there job.
Background: Perhaps your character is naturally homesick, and wants to stay around the temple, guarding the holy relics. Perhaps your character yearns to go off to war and cannot, for somethings are just to important to ignore. Alternatively, your character liked watching the clouds flow past, and thought that they should get an occupation where they do just that.
Races: There is a suprisingly large contingent of Beholder Temple guardians, becuase of there extremely reclusive nature and immense life span, many beholders simply invent Deities to pray to in order to pass the time, amongst there other hobbies.
Other Classes: You likely have a good relationship with Clerics and other divine spell casters of your faith, as you are practicing much the same trade as they are. Martial classes likely think that you are somehow cheating in order to get some of the martial skill that they possess, or they think that you are a worthy opponent.
Role: Your class is a primary caster, so it serves that function, though they may also be the designated item creator in the party, due to there additional warding capabilities.
Adaptation: Think about what kind of things that a temple guardian is guarding, and consider implementing features that make it seem as though the magic is bleeding into them.
GAME RULE INFORMATION
Temple Guardian's have the following game statistics.
Abilities: As with all primary casters, your primary ability score is very important, so you will probably pump it as high as you can. You should also try to have good strength and constution scores in order to be effective in close combat.
Alignment: Any, but is within one step of your deity or cause.
Hit Die: d8
Starting Age: As Cleric.
Starting Gold: As Cleric.
Class Skills
The Temple Guardian's class skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Religion), Knowledge (The Planes), Profession (Wis), Spellcraft (Int)
Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
CTemple Guardian
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+2
+0
+2
Sacred text, Turn or Rebuke Undead, Intense devotion, Designate temple
3
1
-
-
-
-
-
-
-
-
2nd
+1
+3
+0
+3
Improved consecrate / desecrate
4
2
-
-
-
-
-
-
-
-
3rd
+2
+3
+1
+3
Undefilable Temple
4
2
1
-
-
-
-
-
-
-
4th
+3
+4
+1
+4
Combat Reflexes
5
3
1
-
-
-
-
-
-
-
5th
+3
+4
+1
+4
Detect defiler, Bonus Feat
5
3
1
1
-
-
-
-
-
-
6th
+4
+5
+2
+5
Divine body
6
3
2
1
-
-
-
-
-
-
7th
+5
+5
+2
+5
Infused temple
6
4
2
1
1
-
-
-
-
-
8th
+6/+1
+6
+2
+6
Ambient Divine power
6
4
2
2
1
-
-
-
-
-
9th
+6/+1
+6
+3
+6
Temple Awareness, Bonus Feat
6
4
3
2
1
1
-
-
-
-
10th
+7/+2
+7
+3
+7
Domain study
6
4
3
2
2
1
-
-
-
-
11th
+8/+3
+7
+3
+7
Constant Divine power
6
4
4
3
2
1
1
-
-
-
12th
+9/+4
+8
+4
+8
Teleportation filtration
6
5
4
3
2
2
1
-
-
-
13th
+9/+4
+8
+4
+8
Anti-scrying warding, Divine Grace
6
5
4
4
3
2
1
1
-
-
14th
+10/+5
+9
+4
+9
Bonus Feat
6
5
5
4
3
3
2
1
-
-
15th
+11/+6/+1
+9
+5
+9
Home of Worship
6
5
5
4
4
3
3
2
1
-
16th
+12/+7/+2
+10
+5
+10
6
5
5
4
4
3
3
2
1
-
17th
+12/+7/+2
+10
+5
+10
Timeless guardian
6
5
5
4
4
4
3
2
1
1
18th
+13/+8/+3
+11
+6
+11
Bonus Feat
6
5
5
4
4
4
3
3
2
1
19th
+14/+9/+4
+11
+6
+11
6
5
5
4
4
4
3
3
2
2
20th
+15/+10/+5
+12
+6
+12
Loci transformation
6
5
5
4
4
4
4
3
2
2
Class Features
All of the following are class features of the Temple Guardian.
Weapon and Armor Proficiencies: The Temple Guardian is proficient in all simple and martial weapons, and all armors and non-tower shields.
Spells: The Temple guardian casts much as a Cleric does, though you are endowed with slightly less powerful casting. Your Spell casting modifier is Wisdom, your save DCs for your spells is 10 + spell level + Wisdom modifier. You must have a Wisdom score equal to 10 + spell level in order to cast that level of spell. You derive your spells from the Cleric spell list, and may not cast a spell ethically opposed to your beliefs (usually spells with an alignment spell opposed to your alignment) and consecrate and desecrate are first level spells.
Designate Temple (Su): You have a home temple which you guard. This place automatically holds a Desecrate / Consecrate effect. The location need not be a conventional temple, it can be any place where your Deity is of special importance.
Domain knowledge: You exemplify the path of your god as much as any divine caster, allowing you to add domain spells appropriate for your diety to your spell list.
You gain the ability to have flavor appropriate domain spells, with no limit of number. Talk to your DM for getting Domain spells that are not featured on your deities domain list.
Turn or Rebuke Undead (Su): As Cleric.
Intense Devotion (Su): You have a greater harmony with your temple than even clerics. For any Improved consecrate or desecrate effect, you gain a higher benefit and gain a circle against (alignment of choice) effect surrounding you while in either a consecrate or desecrate area depending on your turn or rebuke choice (turn gains benefit in consecrate, Rebuke gains benefit in Desecrate)
Improved Consecrate / Desecrate(Su): You gain a number of scaling benefits and static advantages.
Consecrate: You gain a bonus equal to a quarter of your class level to caster level to spells with the good or healing descriptor (other worshippers gain 1/5 caster level). Undead suffer substantial disruption, gaining an additional penalty to attack rolls, damage rolls and saves equal to one fifth your caster level. In fact, the consecrated space has a Refusal like effect that only effects undead.
Desecrate: You gain a bonus equal to a quarter of your caster level to spells with the Evil descriptor or of the Necromancy school (other worshipers gain a bonus of one fifth your caster level). You may create additional HD of Undead equal to one quarter of your caster level (one fifth for other worshippers).
Both: Any abjuration effect that is of a non-instantaneous duration spell with an area can be attached and has a duration equal to your consecrate / desecrate duration.
Undefilable temple (Su): Aware beings who enter your consecrated / desecrated area are so scared of divine wrath that they may distort the area of a spell so that it does not damage the temple without preparation.
Combat Reflexes: You gain the feat of the same name.
Bonus Feat: As fighter class feature.
Detect Defiler (Su): You have a supernatural awareness and connection with your temple, allowing you to automatically detect anyone who wishes to damage the temple or steal anything from the temple.
Divine Body (Su): You gain a level of divine energy flowing through your body, allowing you to attain feats normally unreachable for a creature of your size. You deal weapon damage as a creature 1 size larger than you, and gain size bonuses, but not penalties to ability scores.
Infused Temple (Su): The place you designate as your Temple gains an omen, an indication of sacredness. A effect producable by minor image always decorates the place of worship, and all characters not opposed to your gods alignment gain a sacred bonus to saves equal to one fifth your caster level, everyone inside gains calm emotions as a spell-like ability usable at will.
Ambient divine Power (Sp): a number of times equal to your wisdom modifier, you may cast divine power as a spell-like ability on yourself.
Divine Power (Su): You are considered to constantly be under the divine power spell.
Domain Study (Su): You gain the granted feature of two domains of your choice, and may pay 1000 xp to gain more granted features from more domains (must still be flavour appropriate) available to you permanently (as if you had the domain as a cleric)
Teleport filtration (Su):Anytime you cast Consecrate or Desecrate, the area is also considered to be under an alarm that goes of with a mental alarm in your head whenever anyone attempts to teleport in, and an Anticipate teleport Greater effect.
Anti-scrying Ward (Su): Anyone wishing to scry on a Consecrated or Desecrated location you have made must make an opposed caster level check with a penalty equal to the highest level spell you can cast. This allows you to gain awareness of the attempt.
Divine Grace (Su): As Paladin, but bonus is based on Wisdom.
Home of Worship (Sp): You are powerfully bonded to your Temple. As a Free action, you may Greater Teleport to a single designated spot of your choice a number of times per day equal to your wisdom modifier.
Timeless Guardian (Su): As Monk's timeless body class feature.
Loci Transformation (Su): You become a spirit of the temple, you become a native outsider, with alignment sub-types corresponding to your alignment. All HD granted by this class are considered outsider HD. In addition, you bind yourself to a single location, and are summoned there by any criteria that could be used to dictate when a genius loci appears (as the spell in Complete Mage). Genius Loci is added to your spell list, and you may cast it on any number of places you wish as long as you establish a priority of which one will summon you if there is a simultaneous incursion). This does not tie you down to one location, it merely summons you when the need arises.