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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.

aimlessPolymath
2017-02-08, 10:46 PM
Wording fix:


Spells:
A temple guardian casts divine spells, which are drawn from the cleric domain list (see Prayer Book). However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A temple guardian must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a temple guardian must have a Wisdom score of at least 10 + the spell's level. The Difficulty Class against a temple guardian's spell is 10 + the spell's level + his Wisdom modifier.

Like other spellcasters, a temple guardian can only cast a certain number of spells of each level each day. His base daily spell allotment is given on Table: The Temple Guardian. In addition, he receives additional spells per day if he has a high Wisdom score.

Temple guardians meditate or pray for their spells. Each temple guardian must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a temple guardian can prepare spells.

Chaotic, Evil, Good, and Lawful Spells
A temple guardian can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Prayer book:
You learn spells from your deities' domain list. You record them in a prayer book, from which you choose spells to prepare during your daily prayer. You can learn any spell which is on a domain which a priest of your deity or patron power could reasonably take, as well as consecrate and desecrate, which they learn as 1st level spells.

A temple guardian starts play with a prayer book containing all 0-level domain spells plus three 1st level domain spells of the player's choice. For every point of intelligence bonus the temple guardian has, he starts play with an additional 1st level domain spell. At each new class level, the temple guardian gains two new domain spells for his prayerbook; these may be of any spell level that he can cast (based on his new temple guardian level. At any time, a temple guardian can add spells found on divine spell scrolls to his prayerbook, but he must make any rolls and spend any time required (see Adding Spells to a Wizard's Spellbook on page 178 of the Player's Handbook). The temple guardian can learn and prepare nondomain divine spells in this fashion but the two free spells he gets for advancing must be from the cleric spell list.
Wording stolen from Archivist. I have to say, a prayerbook is a really strange thing to give a character who stays in one place. The spell copying mechanic works best for characters who go out and travel. Given the limited spell list, it's fine to just give them access to the whole thing. Bolded parts are where I assumed you would want changes to be made. Also, where do they get cantrips from?

Turn or Rebuke Undead (Su): A temple guardian has the supernatural ability to turn or rebuke undead as a cleric of his level. He may do so 3 + Charisma bonus times per day.

Intense Devotion (Su): You have a greater harmony with your temple than even clerics. Starting at 2nd level, when you are in the area of consecrate(if you turn undead) or desecrate(if you rebuke undead), you gain a number of benefits.
-Consecrate: You gain a bonus equal to a quarter of your class level to your caster level when casting spells with the good descriptor or of the Conjuration(healing) subschool. Furthermore, you project the effect of a magic circle against evil spell. Furthermore, undead in the area of the same consecrate effect as you suffer a penalty to attack rolls, damage rolls and saves equal to 1/5 your class level, while worshippers of the same god gain an equal bonus to their caster level when casting spells with the good descriptor or of the Conjuration(healinig) subschool. Finally, undead must make a Will save to enter the area of the same consecrate effect which you are in; this applies even to effects such as teleport, and they are shunted to the nearest safe space outside the area should they fail.
-Desecrate: You gain a bonus equal to a quarter of your class level to your caster level when casting spells with the evil descriptor or of the Necromancy school. Furthermore, you project the effect of a magic circle against good spell. Whenever you cast a spell which animates a certain number of HD of undead while in the area, increase the number of HD by 1/4 your level. Furthermore, worshippers of the same god as you gain the same bonuses (other than the magic circle against evil), except that the value of their bonus is 1/5 your level instead of 1/4.
In either case, when you cast the appropriate spell (consecrate or desecrate, you may anchor an abjuration spell with a non-instantaneous duration and an area to it. Its duration is increased to that of the consecrate or desecrate spell, and its area is increased to the area of the other spell.
These were the same class feature, but split into two for no discernable reason. Wrote out Refusal. Made a guess at what you meant by "other worshippers" and the Both effect.

Undefilable temple (Su): Starting at 3rd level, creatures within the area of your consecrate or desecrate spell can choose to have their spells and attacks deal no damage to objects.

Shape spell doesn't exist. Sculpt spell (http://www.realmshelps.net/charbuild/feat/Sculpt_Spell) doesn't do what you think.

Combat Reflexes: At 4th level, you gain Combat Reflexes as a bonus feat.
Bonus Feat: At 5th level, you gain a bonus combat feat. You gain another at 9th level, 14th level, and 18th level.
Order of these was switched in the table compared to the text. I rearranged them.

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.
I couldn't fix the wording because "your temple" isn't defined.

Divine Body (Su): Starting at 6th level, weapons you wield deal damage as though you were one size larger than normal. You gain bonuses to your ability scores as though you had increased in size, but do not take a penalty to Dexterity for this.


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.
Couldn't fix the wording because temple isn't defined.
Ambient divine Power (Sp): Starting at 8th level, a number of times equal to your wisdom modifier, you may cast divine power as a spell-like ability on yourself.
Wording is okay. Standard format is to either make it 3+stat times per day for a staple ability, or a constant number of times per day. Is this something they use every fight, in which case you should make it constant, or something which they conserve? I don't think they'll run out as-is. 3 or 5/day is a good constant number
Domain Study (Su): Starting at 10th level, you gain the granted power of two domains from which you can choose spells. By spending 500 xp as a free action, you can gain the granted power of another domain.
Divine Power (Su): Starting at 11th level, you are constantly under the effects divine power spell.
"Considered to be" is redundant. Had to switch order of this and Domain Study.
Teleport filtration (Su): Starting at 12th level, whenever you cast Consecrate or Desecrate, the area is also affected by a Greater Anticipate Teleportation spell. You are always notified when the spell detects incoming teleportation, regardless of where you are.
Anti-scrying Ward (Su): Starting at 13th level, anyone attempting to scry on a Consecrated or Desecrated location you have made must first make an opposed caster level check with a penalty equal to the highest level spell you can cast. Regardless of success or failure, you are immediately aware of the attempt.
Divine Grace (Su): Starting at 13th level, you gain a bonus equal to your Wisdom bonus (if any) on all saving throws.
Home of Worship (Sp): Starting at 15th level, you are powerfully bonded to your Temple. A number of times per day equal to your wisdom bonus, you may Greater Teleport to a single designated spot.
Designated how?
Timeless Guardian (Su): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
Loci Transformation (Su): At 20th level, 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 become 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.
What are those criteria? Also what if you don't want to be bound to a single location?