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    Firbolg in the Playground
     
    Ralasha's Avatar

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    Default Temple Guard (Prc)

    The Templar (created for LoC)

    The Temple Guard or Templar as they are more commonly refered to, are atypical holy warriors. Trained in their rather unique form of combat in the Temples of the Goddess Hemeliosa. As opposed to some orders of such types this Order of Crusaders do not hunt good, or evil. They do not care about such things, their only concern is bringing order, and freedom. Iron Fisted Rule is an affrontery. If people are not happy then there is no point in there being law. Slavery is an abomination, justy as is anarchy. Too much freedom or too little, either is indistinguishable from the other to these men and women in the service of their God. Be they in shining mail, plate, or even unarmored a single Temple Guard is often considered a force unto itself. Possessed of might and courage in insurmountable measure.

    Requirements:
    BAB: +3
    Feats: Must have True Believer.
    Race: Half-Giant (Template applicable)
    Special: Must Worship a Lawful Deity. (In LoC, must worship Hemeliosa.)
    Spell Casting: Must be able to cast Divine Spells of 2nd Level as a Cleric, Paladin, or Priest.

    Hit Dice: D10

    Skills: 2 + Int Mod per level.
    The Following are the class skills for the Temple Guard: Climb (Str), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Any, taken individually), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).


    Level BAB FS RS WS Special 1 2 3 4
    1 +1 +1 +1 +1 Unyielding 0 - - -
    2 +2 +1 +1 +1 Undaunted 1 0 - -
    3 +3 +2 +2 +2 Unbending 2 1 - -
    4 +4 +2 +2 +2 Unbreakable 3 2 1 -
    5 +5 +2 +2 +2 Unstoppable 3 3 2 -
    6 +6 +3 +3 +3 Immovable 3 3 3 -
    7 +7 +3 +3 +3 Insurmountable 3 3 3 0
    8 +8 +4 +4 +4 Indefatigable 3 3 3 1
    9 +9 +4 +4 +4 Inevitable 3 3 3 2
    10 +10 +5 +5 +5 Immortal 3 3 3 3

    Class Features: The Temple Guard have the following Class Features:
    Armor and Weapon Proficiency: The Temple Guard gain Weapon Proficiency Bastard Sword. The Templar Guard gain all Shield Proficiencies. The Temple Guard gain no armor proficiencies.

    Spells: The Temple Guard cast spells spontaneously, but must have a Holy Symbol as a Focus. They gain bonus spells per day for a high Charisma Modifier. These Spells are drawn from the Temple Guard Spell List. The Temple Guard know all spells on the list. A Temple Guard is treated as having a Caster Level equal to one half of it's levels in this class.

    Unyielding: The Temple Guard remain conscious and Stable until negative ten (-10) Hit Points, at which time they fall unconscious, but are stable. Temple Guards die when they reach their constitution score in negative hit points.

    Undaunted: The Temple Guard are immune to negative morale effects, fear effects, or compulsions that would cause them to retreat surrender or otherwise act in an unnatural manner.

    Unbending: A Temple Guard gains Damage Reduction /- equal to 1 + 1/2 of it's levels in this class. (2 at level 3, 3 at 4, 4 at 6, 5 at 8, finally improving to 6 at level 10.)

    Unbreakable: A Temple Guard Gains Fast Healing 1, this improves for every 2 levels in this class, becoming Fast Healing 4 at level 10.

    Unstoppable: A Temple Guard, once in motion remains in motion. Any action not performed by the Temple Guard that would normally stop him, instead only halves the remainder of his motion. Even a successful grapple will only see the would be wrestler dragged along.

    Immovable: A Temple Guard, as a reaction to an enemy attack or action (once per round) may become as immovable as a mountain. The Strength Check to move him is equal to 10 + 1/2 His Temple Guard Level + The Temple Guard's Strength Modifier.

    Insurmountable: The Temple Guard, once per day may choose a location to stand. All terrain around the Temple Guard in a 10' radius becomes impassable, and slows enemy movement to 5' per round. Flying enemies or enemies in the air within 10' are likewise hindered.

    Indefatigable: The Temple Guard does not tire, ever. Temple Guard no longer require Sleep, and are immune to Fatigue and Exhaustion.

    Inevitable: The Temple Guard are immune to any spells or effects that would hinder their freedom of movement.

    Immortal Guard: The Temple Guard remain conscious to their negative constitution modifier. When below 0 HP their Fast Healing and Damage Reduction improve, becoming equal to their levels in this class. The Temple Guard no gain penalties for aging, though they still gain the bonuses. Temple Guard are immune to death effects (such as slaw living or flesh to stone), and any spells or effects that would cause them to age. The Immortal Guard still die of old age, as normal.

    Temple Guard Spell List:
    1: Aid, Align Weapon, Augury, Bless, Cause Light Wounds, Cure Light Wounds, Detect Chaos, Divine Favor

    2: Bear's Endurance, Bull's Strength, Cause Critical Wounds, Cure Critical Wounds, Darkness, Daylight, Discern Lies, False Life, Stone Skin

    3: Blade Barrier, Commune, Create Food and Water, Dictum, Divine Might, Greater Stone Skin, Mass Cause Serious Wounds, Mass Cure Serious Wounds

    4: Break Enchantment, Harm, Heal, Iron Body, Raise Dead, Undeath to Death
    Last edited by Ralasha; 2015-04-16 at 10:55 PM.
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  2. - Top - End - #2
    Troll in the Playground
     
    PirateGirl

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    Default Re: Temple Guard (Prc)

    Why do the guards need raise dead? Don't the temple clerics have those spells?

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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    Firbolg in the Playground
     
    Ralasha's Avatar

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    Default Re: Temple Guard (Prc)

    Quote Originally Posted by Debihuman View Post
    Why do the guards need raise dead? Don't the temple clerics have those spells?

    Debby
    Good point, however, if you will excuse my logic... I have a rather lengthy reason for adding it to their spell list.

    1: Not everything that needs to be guarded is at the temple.

    2: Nor is everything that the temple may need to guard near it.

    3: The name, in this instance is probably misleading. They aren't standing at attention outside of the temple gate/doors, or inside of the temple constantly.

    4: A god of death may have one or two guarding tombs.

    5: They may guard religious processions. Raise dead also is not a healing/harming spell. So good/evil auto casting does not apply. Did you prepare only raise dead today? Good thing, we lost way more people than I have spell slots.

    6: Keeping in mind also, that raise dead isn't a perfect spell, unlike True Resurrection or Miracle, neither of which they have.

    7: If one of them guards a high functionary, and he dies 'oops we failed' is probably going to be unacceptable.
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