Lady Tialait
2007-12-26, 03:12 PM
Prerequisites: Smite ability or Destruction Domain
Feats: Iron Will, Weapon Focus (Any)
Skills: Knowledge (Religion) 8
Temple Guardian
HD: d10
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Smite 1/day
2nd|
+1|
+0|
+0|
+3|Divine Fury I
3rd|
+2|
+1|
+1|
+3|Smite 2/day
4th|
+3|
+1|
+1|
+4|Divine Fury II
5th|
+3|
+2|
+2|
+4|Smite 3/day[/table]
Class skills: The Temple Guardian's class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at 1st Level: (2 + Int modifier) ×4.
Skill Points at Each Additional Level: 2 + Int modifier.
Smite (Su): This ability is the same as the smite you used to gain access to this class. You gain an additional use of your smite per day at the 1st, 3rd, and 5th levels of this class.
Divine Fury I (Su): When you gain this class feature, you gain one of following abilities of your choice:
Divine Rage: In a rage, a Temple Guardian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, a +2 morale bonus on Will saves, and +8 damage on all smite attacks, but takes a -2 penalty to Armor Class. The extra damage is holy damage for a Good-aligned Temple Guardian and unholy damage for an Evil-aligned Temple Guardian. The increase in Constitution increases the Temple Guardian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Temple Guardian may prematurely end his rage. At the end of the rage, the Temple Guardian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. Each use of Divine Rage uses up a smite attempt.
Stalwart Blessing/Curse: You can make a smite attack as an Attack of Opportunity. This takes an immediate action, and uses up 2 smite attempts for the day instead of one. This smite does not deal damage to the smited target; instead, it imposes a penalty to their to-hit and their damage equal to the damage that would have been dealt.
Rightousness/Damnation: You can give yourself a bonus to your attack roll on a smite attempt. This bonus can be any number. However, whether the attack hits or not, you take damage equal to the number you added to your attack roll. This is untyped damage, and nothing blocks it. If the attack misses, the smite attempt is wasted. If you have the Power Attack feat, you may convert the bonus to-hit into bonus damage.
Divine Fury II: At level 4 you may choose another special ability. You may choose either one of the Divine Fury I abilities, or an ability from the following list:
Angelic/Diabolic Wrath: When you make a full attack, you may make a smite attempt for one or more of the attacks you normally get in a full attack, instead of only being able to make a smite attempt as a standard action. Furthermore, when you make more than one smite attempt as part of a full attack, each smite that hits gains +4 damage for each smite that has hit before it. For example, if you had made three smite attempts as part of a full attack and the first smite attempt hit, the second smite attempt would do +4 damage if it hit. If the first two smite attempts hit, the third would do +8 damage if it hit.
Cleansing/Inferno: You may make your smite attempts as touch attacks. Additionally, the damage done by your smites is doubled: half of the extra damage is fire damage and half of the extra damage is holy damage (for Good-aligned Temple Guardians) or unholy damage (for Evil-aligned Temple Guardians).
Greater Smite: Every smite attack you make that hits is automatically a critical hit. Additionally, your weapon's critical modifier increases by 2 when you make a smite attack. For example, a smite attack with a Medium greatsword (2d6 damage, 19-20/x2 critical) would automatically do four times its normal damage, or 8d6. A smite attack with a Medium scythe (2d4 damage, x4 critical) would automatically do six times its normal damage, or 12d4.
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Edit: Thankies for the help on fixing the Typos...and the wordings...*blowkiss* Now I really like how this looks
Feats: Iron Will, Weapon Focus (Any)
Skills: Knowledge (Religion) 8
Temple Guardian
HD: d10
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Smite 1/day
2nd|
+1|
+0|
+0|
+3|Divine Fury I
3rd|
+2|
+1|
+1|
+3|Smite 2/day
4th|
+3|
+1|
+1|
+4|Divine Fury II
5th|
+3|
+2|
+2|
+4|Smite 3/day[/table]
Class skills: The Temple Guardian's class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at 1st Level: (2 + Int modifier) ×4.
Skill Points at Each Additional Level: 2 + Int modifier.
Smite (Su): This ability is the same as the smite you used to gain access to this class. You gain an additional use of your smite per day at the 1st, 3rd, and 5th levels of this class.
Divine Fury I (Su): When you gain this class feature, you gain one of following abilities of your choice:
Divine Rage: In a rage, a Temple Guardian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, a +2 morale bonus on Will saves, and +8 damage on all smite attacks, but takes a -2 penalty to Armor Class. The extra damage is holy damage for a Good-aligned Temple Guardian and unholy damage for an Evil-aligned Temple Guardian. The increase in Constitution increases the Temple Guardian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Temple Guardian may prematurely end his rage. At the end of the rage, the Temple Guardian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. Each use of Divine Rage uses up a smite attempt.
Stalwart Blessing/Curse: You can make a smite attack as an Attack of Opportunity. This takes an immediate action, and uses up 2 smite attempts for the day instead of one. This smite does not deal damage to the smited target; instead, it imposes a penalty to their to-hit and their damage equal to the damage that would have been dealt.
Rightousness/Damnation: You can give yourself a bonus to your attack roll on a smite attempt. This bonus can be any number. However, whether the attack hits or not, you take damage equal to the number you added to your attack roll. This is untyped damage, and nothing blocks it. If the attack misses, the smite attempt is wasted. If you have the Power Attack feat, you may convert the bonus to-hit into bonus damage.
Divine Fury II: At level 4 you may choose another special ability. You may choose either one of the Divine Fury I abilities, or an ability from the following list:
Angelic/Diabolic Wrath: When you make a full attack, you may make a smite attempt for one or more of the attacks you normally get in a full attack, instead of only being able to make a smite attempt as a standard action. Furthermore, when you make more than one smite attempt as part of a full attack, each smite that hits gains +4 damage for each smite that has hit before it. For example, if you had made three smite attempts as part of a full attack and the first smite attempt hit, the second smite attempt would do +4 damage if it hit. If the first two smite attempts hit, the third would do +8 damage if it hit.
Cleansing/Inferno: You may make your smite attempts as touch attacks. Additionally, the damage done by your smites is doubled: half of the extra damage is fire damage and half of the extra damage is holy damage (for Good-aligned Temple Guardians) or unholy damage (for Evil-aligned Temple Guardians).
Greater Smite: Every smite attack you make that hits is automatically a critical hit. Additionally, your weapon's critical modifier increases by 2 when you make a smite attack. For example, a smite attack with a Medium greatsword (2d6 damage, 19-20/x2 critical) would automatically do four times its normal damage, or 8d6. A smite attack with a Medium scythe (2d4 damage, x4 critical) would automatically do six times its normal damage, or 12d4.
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Edit: Thankies for the help on fixing the Typos...and the wordings...*blowkiss* Now I really like how this looks