base class (optionally, of Olidammara)
A divine "skillmonkey" class (by which I mean has decent skills supplemented or exceeded by the spells it also has access to). Think divine Beguiler, but with Divination and Abjuration rather than Illusion and Enchantment.
In the original concept, many common skillmonkey things would just get replaced by the appropriate spell, permanently active or usable at will. Find traps
instead of trapfinding, dispel magic
instead of Disable Device, knock
instead of Open Lock, hunter's eye
instead of sneak attack, freedom of movement
instead of Escape Artist, mind blank
(or at least protection from evil
) instead of slippery mind. It wound up not feeling very good, so while the framework of that is still present in the first few levels, the higher levels wound up evolving into their own thing, with the lower level features merely aping the feel of common spells, rather than reproducing them exactly.Creating a Temple Raider
Temple raiders are skillful divine spellcasters specialized in abjuration and divination magic. They are often tasked with the recovery of lost and stolen relics and artifacts of their faith, or at times stealing same from the followers of opposing deities and religions.
Alignment: Temple raiders can be any alignment, although they are more commonly found as followers of chaotic deities than lawful ones.
Starting Age: As Cleric.
Starting Gold: As Cleric.
d6Table: The Temple Raider
Class skills (6 + Int modifier per level):
|Spells Per Day|
|1||+0||+0||+2||+2||Antiquarian, Dispel Wards, Find Traps||5||3||--||--||--||--||--||--||--||--|
|2||+1||+0||+3||+3||Hunter's Eye +1d6||6||4||--||--||--||--||--||--||--||--|
|3||+2||+1||+3||+3||Protection From Traps +2||6||5||--||--||--||--||--||--||--||--|
|5||+3||+1||+4||+4||Hunter's Eye +2d6||6||6||4||--||--||--||--||--||--||--|
|6||+4||+2||+5||+5||Protection From Traps +3||6||6||5||3||--||--||--||--||--||--|
|8||+6/+1||+2||+6||+6||Advanced Learning, Hunter's Eye +3d6||6||6||6||5||3||--||--||--||--||--|
|9||+6/+1||+3||+6||+6||Protection From Traps +4||6||6||6||6||4||--||--||--||--||--|
|11||+8/+3||+3||+7||+7||Hunter's Eye +4d6||6||6||6||6||6||4||--||--||--||--|
|12||+9/+4||+4||+8||+8||Advanced Learning, Protection From Traps +5||6||6||6||6||6||5||3||--||--||--|
|14||+10/+5||+4||+9||+9||Hunter's Eye +4d6||6||6||6||6||6||6||5||3||--||--|
|15||+11/+6/+1||+5||+9||+9||Dispel Mastery, Protection From Traps +6||6||6||6||6||6||6||6||4||--||--|
|17||+12/+7/+2||+5||+10||+10||Hunter's Eye +5d6||6||6||6||6||6||6||6||6||4||--|
|18||+13/+8/+3||+6||+11||+11||Protection From Traps +7||6||6||6||6||6||6||6||6||5||3|
|20||+15/+10/+5||+6||+12||+12||Advanced Learning, Hunter's Eye +6d6, Temple Raider's Grace||6||6||6||6||6||6||6||6||6||6|
Appraise, Balance, Climb, Concentration, Craft, Decipher Script, Disable Device, Diplomacy, Escape Artist, Forgery, Gather Information, Heal, Hide, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Spellcraft, Spot, Swim, Tumble, Use Magic Device, and Use Rope.Weapon and Armor Proficiencies:
As a temple raider, you are proficient with all simple weapons, plus the whip. You are proficient with light armor, but not with shields.Antiquarian (Ex):
As a temple raider, you learn a great deal about religious artifacts and relics of all sorts. You can make a Knowledge (religion) check in place of an Appraise check when examining an item with a divine or religious connection, and you can make an Appraise check in place of a Knowledge (religion) check to recall information about such an item. Regardless of whether you use Appraise or Knowledge (religion), you gain a bonus on the check equal to your Wisdom bonus (if any).Dispel Wards (Sp):
As a standard action, you can produce a dispelling effect to disable magical traps and wards. You can use dispel wards as a targeted effect or an area effect.
As a targeted effect, dispel wards targets a single object. You make a dispel check (1d20 + your caster level) against each abjuration spell upon the object (DC 11 + the spell's caster level). Each success dispels that spell, as per dispel magic
. If the object is a magical trap or is warded by one, you also make a dispel check against the trap itself (DC 11 + the trap's caster level), with a success disabling it for 1 minute. If you succeed by 5 or more against the magical trap, you can instead choose to disable it permanently. This only disables the magical components of the trap. A trap that combines both magical and mundane components (for example, a trap that launches both a volley of darts and a fireball
) must still have its mundane components be disabled manually using the Disable Device skill.
Alternatively, you can use dispel wards as an area effect to dispel a 5-foot cube. This allows you to make a dispel check (as described above) to dispel any abjurations whose areas include that space (even if they emanate from elsewhere). This does not affect abjurations whose effects are constrained to a specific creature or object in the area. Like with a targeted dispel wards, this can also disable a magical trap tied to the area, rather than to a specific object.
Unlike dispel magic
, you do not automatically dispel your own spells with dispel wards.
Dispel wards has a range of 5 feet. It is the equivalent of a 0-level spell.
By repeatedly using dispel wards, you can take 20 on your dispel check.Find Traps (Su):
You gain intuitive insight into the workings of traps. You can use the Search skill to detect traps just as a rogue with trapfinding can. Note that unlike trapfinding, this ability grants no ability to disable the magical traps that you may find (but see dispel wards, above).Spells:
As a temple raider, you cast divine spells, which are drawn from the temple raider spell list. However, your alignment may restrict you from casting certain spells opposed to your moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. As a temple raider, you cast your spells spontaneously, like a bard or a sorcerer, and need not choose and prepare your spells in advance.
To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Wisdom modifier. You automatically know all spells on your temple raider spell list.
Like other spellcasters, you can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on the table above. In addition, you receive bonus spells per day if you have a high Wisdom score.
As a temple raider, you meditate or pray for your spells like a cleric. Unlike a wizard or a cleric, you need not prepare your spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level. You do not have to decide ahead of time which spells you’ll cast.Chaotic, Evil, Good, and Lawful Spells:
As a temple raider, you can’t cast spells of an alignment opposed to your own or your deity’s (if you have one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.Hunter's Eye (Su):
Beginning at 2nd level, you gain insight into the weaknesses and vulnerabilities of your enemies' defenses. This functions as the rogue's sneak attack ability. The extra damage is 1d6 at 2nd level, plus an additional 1d6 every 3 levels thereafter.
Hunter's eye does not stack with the hunter's eye
spell.Protection From Traps (Su):
Starting at 3rd level, you are warded against traps. You gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. These bonuses increase by +1 every 3 levels thereafter. Both these bonuses apply only against attacks made by traps, spells and effects created by traps, and creatures summoned by traps.
Creatures summoned by traps are also prevented from making bodily contact with you. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching you. If you make an attack against or try to force yourself against the blocked creature, you lose the protection against contact by that summoned creatures for 10 minutes. Each time a creature with spell resistance comes up against this warding, make a level check (1d20 + your temple raider level) against a DC equal to the creature's spell resistance. If you succeed, the warding holds repulses the creature's contact, but if you fail the creature is able to bypass it and touch you. You still gain the deflection and resistance bonuses against their attacks, even if they bypass this additional protection.
You can suppress or resume this ability as a standard action.Advanced Learning:
At 4th and every 4 levels thereafter, you may choose a single spell of a level no greater than the highest level temple raider spell you know. This can come from the Bard, Cleric, or Sor/Wiz spell lists, but must be either a spell from the Abjuration or Divination schools. Add this spell to your temple raider spell list and your temple raider spells known. Once selected, this choice cannot be changed except through effects that allow you to change which spells you know. You do not gain additional spells known through advanced learning for classes and abilities that increase your effective temple raider level for spells known unless they also improve your effective temple raider level for this class feature. You may still be allowed to select higher level spells when you gain this ability due to your increased temple raider spellcaster level.Curse Sense (Su):
Beginning at 7th level, you become sensitive to the subtle magical signs of curses. Whenever you are subjected to a curse, you immediately become aware that you are cursed and of the nature of the curse's effects upon you.
Additionally, the first time you inspect or handle a cursed magic item, the DM secretly rolls a Spellcraft check on your behalf against a DC of 15 + the item's caster level. If you succeed, you automatically realize that the item is cursed. You only gain this one opportunity to detect the curse, no matter how many times you inspect the same item.Evasion (Ex):
At 10th level and higher, you receive flashes of insight that allow you to avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. You do not gain the benefit of evasion while helpless.Persistent Detection (Ex):
Beginning at 13th level, once per day, you can cast a single spell in such a way that its duration is 1 day. This can only be a divination spell of no higher level than 1st. The spell must have a personal range and target only you or must have a fixed range and have an emanation centered on or originating from you (including cone and line-shaped emanations). The spell may also have a range of touch, as long as it targets only a single creature and you target yourself and only yourself with it. The spell must have a timed duration or a duration of concentration (or a combination of the two). The spell may not be one whose effects are discharged.
You need not concentrate on spells with a normal duration of concentration. Spells whose effects depend on how long you have maintained concentration, such as detect magic
or detect thoughts
, act as though you have only concentrated for the current round while you are not actively concentrating on them. While you are concentrating on such a spell, the spell counts only the time since you most recently started to concentrate on it when determining its concentration time-related effects, not the total amount of time you have spent concentrating on the spell since you cast it. If your concentration is broken, such as by damage or incapacitation, you stop concentrating on the spell, but the spell does not end and you can start concentrating again on your next action. A spell whose normal duration is concentration is dismissible when modified by this ability, and can be dismissed as a free action.Dispel Mastery (Ex):
Starting at 15th level, you become so certain and practiced at breaking wards that you can do so reliably even under adverse circumstances. When making a dispel check or a caster level check to remove, dispel, or otherwise undo curses and other magical effects, you may take 10 even if stress and distractions would prevent you from doing so.Persistent Protection (Ex):
Beginning at 19th level, once per day, you can cast a single spell in such a way that its duration is 1 day. This functions just like persistent detection, except that it applies to abjuration spells instead of divination spells.Temple Raider's Grace (Su):
Beginning at 20th level, you no longer trigger traps unless you wish to. Whenever you perform an action that would trigger a trap, you automatically become aware that a trap would have been triggered as a result of your action, although not what the trap's effects would have been, where the trap is, or how to disarm it.Temple Raider Spell List
Temple raiders choose their spells from the following list:
0-level (Cantrips): Create water, cure minor wounds, daze, detect magic, detect poison, guidance, know direction, light, mending, message, open/close, purify food and drink, read magic, and resistance.
1st Level: Alarm, animate rope, bless, comprehend languages, cure light wounds, deathwatch, detect animals or plants, detect chaos, detect evil, detect good, detect law, detect secret doors, detect snares and pits, detect undead, disguise self, endure elements, entropic shield, erase, expeditious retreat, faerie fire, feather fall, find traps, hide from animals, hide from undead, hold portal, knock, magic weapon, obscuring mist, pass without trace, protection from chaos, protection from evil, protection from good, protection from law, remove fear, sanctuary, shield of faith, true strike, and ventriloquism.
2nd Level: Aid, augury, bear's endurance, blur, cat's grace, consecrate, continual flame, cure moderate wounds, darkness, darkvision, daze monster, delay poison, desecrate, detect thoughts, eagle's splendor, false life, fire trap, fog cloud, fox's cunning, hold person, identify, invisibility, locate object, obscure object, owl's wisdom, protection from arrows, resist energy, rope trick, see invisibility, shield other, silence, speak with animals, spider climb, status, and undetectable alignment.
3rd Level: Arcane sight, bestow curse, blink, clairaudience/clairvoyance, cure serious wounds, daylight, deeper darkness, discern lies, dispel magic, displacement, explosive runes, gaseous form, glyph of warding, helping hand, invisibility purge, lesser restoration, magic circle against chaos, magic circle against evil, magic circle against good, magic circle against law, magic vestment, meld into stone, nondetection, prayer, protection from energy, remove curse, remove disease, sepia snake sigil, shrink item, slow, snare, speak with dead, speak with plants, tiny hut, tongues, water breathing, water walk, and wind wall.
4th Level: Air walk, antiplant shell, arcane eye, break enchantment, control water, cure critical wounds, death ward, detect scrying, dimensional anchor, discern lies, dismissal, divination, fire shield, freedom of movement, greater magic weapon, illusory wall, lesser globe of invulnerability, locate creature, neutralize poison, repel vermin, resilient sphere, scrying, secure shelter, sending, spell immunity, stoneskin, and zone of silence.
5th Level: Atonement, baleful polymorph, commune, commune with nature, contact other plane, dimension door, dispel chaos, dispel evil, dispel good, dispel law, dream, false vision, hallow, hold monster, mage's private sanctum, mass cure light wounds, passwall, prying eyes, restoration, spell resistance, symbol of pain, symbol of sleep, telepathic bond, true seeing, unhallow, and wall of force.
6th Level: Analyze dweomer, antilife shell, antimagic field, banishment, blade barrier, contingency, find the path, forbiddance, globe of invulnerability, greater dispel magic, greater glyph of warding, guards and wards, heroes' feast, legend lore, mass bear's endurance, mass cat's grace, mass cure moderate wounds, mass eagle's splendor, mass fox's cunning, mass owl's wisdom, mislead, plane shift, raise dead, repulsion, stone tell, stone to flesh, symbol of fear, symbol of persuasion, teleport, veil, wind walk, and word of recall.
7th Level: Ethereal jaunt, forcecage, greater arcane sight, greater scrying, heal, mage's magnificent mansion, mass cure serious wounds, phase door, refuge, repulsion, reverse gravity, sequester, spell turning, statue, symbol of stunning, symbol of weakness, and vision.
8th Level: Antipathy, cloak of chaos, dimensional lock, discern location, greater prying eyes, greater restoration, greater spell immunity, greater teleport, holy aura, mass cure critical wounds, maze, mind blank, moment of prescience, protection from spells, repel metal or stone, screen, shield of law, symbol of death, symbol of insanity, sympathy, telekinetic sphere, temporal stasis, and unholy aura.
9th Level: Astral projection, etherealness, foresight, freedom, imprisonment, mage's disjunction, mass hold monster, miracle, prismatic sphere, regenerate, and time stop.
Note: The spell list provided here only fully covers spells found in the core D&D rules (ie: spells printed in the Player's Handbook). It includes only a few selected spells from additional sourcebooks, but many other spells from those books may be applicable.