Raum
2006-07-28, 11:34 PM
A Sanctuary Guardian is both a priest and a master craftsman for his deity. While able to administer most of the rites a normal priest is tasked with, his primary task is creating, guiding, and controlling the constructs set to guard a temple, relic, location, or even person. The sanctuary guardian is tasked to build constructs as mobile protectors for temples, mausoleums, and other divine sites or personages.
Hit Die: d8.
Requirements
To qualify to become a sancuary guardian, a character must fulfill all the following criteria.
Skills: Craft (one of the following: pottery, leatherworking, weaponsmithing, stonemasonry, woodworking, metalworking) 10 ranks, Spellcraft 10 ranks.
Feat: any item creation feat
Special: Ability to turn or rebuke undead.
Class Skills
The sanctuary guardian's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana, history, planes, religion) (Int), and Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All the following are class features of the sanctuary guardian prestige class. BAB: Poor.
Saves: Good Fortitude, Poor Reflex, Good Willpower.
Spells: +1 level of existing divine at levels 2-10.
Special by level:
1 - Turn / Rebuke Construct
2 - Craft Construct
3 - Construct Expertise +1
4 -
5 - Construct Expertise +2
6 - Arcane Construct
7 - Construct Expertise +3
8 -
9 - Construct Expertise +4
10 - Augment Construct
Turn/Rebuke Construct
A cleric channeling negative energy may turn or destroy constructs as a good cleric turns undead. Sancuary Guardian levels stack with cleric levels for the purposes of turning constructs though not for turning undead. A cleric channeling positive energy may rebuke or command constructs as an evil cleric rebukes undead. The reversal of roles is intentional. The interaction of negative energy with physical matter often causes a decay effect which is accelerated by negative energy channeling sanctuary guardians to destroy constructs.
Craft Construct
A sanctuary guardian of second level gains the Craft Construct feat.
Construct Expertise
A sanctuary guardian gains bonuses to skills related to constructs. The bonus applies to all knowledge, craft, listen, or spot checks involving constructs. At third level the bonus is +1, +2 at fifth level, +3 at seventh, and +4 at ninth level.
Arcane Construct
A sixth level sanctuary guardian learns to use arcane scrolls during construct creation. A craft check (DC 20 + caster level) with the craft being used to create the construct is required to be successful. Unsuccessful attempts destroy the scroll and use up a day's worth of materials and progress. Sanctuary Guardians are unable to actually invoke arcane scrolls, they are only able to incorporate the magic into the creation of a construct.
Augment Construct
A tenth level sanctuary guardian may augment a single construct by spending one or more daily turn attempts as shown on the following table. Augmentations last for one minute.
Augmentation (Effect) Turn Attempts Used
Celerity (+10' movement) 2
Hasten (+1 extra attack) 2
Toughen (+2 hit points per hit die) 3
Harden (+1 Natural Armor Class bonus) 1*
Strengthen (+2 Strength) 2*
Awaken (Gives the construct intelligence#) 5
*May be used multiple times on the same construct, the effects stack.
#Intelligent constructs are generally friendly to their creator (not necessarily awakener) but are not otherwise required to obey anyone unless commanded by someone able to command constructs. Awakened constructs gain 3d6-4 intelligence, minimum intelligence of 3.
Constructs created by the sanctuary guardian may be permanently augmented by spending an additional 1000 gold per turn attempt used.
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Sigh. I detest trying to deal with tables in bbcode. Oh well, I hope it's readable. As always, comments are welcome.
Edit: Spelling.
Hit Die: d8.
Requirements
To qualify to become a sancuary guardian, a character must fulfill all the following criteria.
Skills: Craft (one of the following: pottery, leatherworking, weaponsmithing, stonemasonry, woodworking, metalworking) 10 ranks, Spellcraft 10 ranks.
Feat: any item creation feat
Special: Ability to turn or rebuke undead.
Class Skills
The sanctuary guardian's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana, history, planes, religion) (Int), and Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All the following are class features of the sanctuary guardian prestige class. BAB: Poor.
Saves: Good Fortitude, Poor Reflex, Good Willpower.
Spells: +1 level of existing divine at levels 2-10.
Special by level:
1 - Turn / Rebuke Construct
2 - Craft Construct
3 - Construct Expertise +1
4 -
5 - Construct Expertise +2
6 - Arcane Construct
7 - Construct Expertise +3
8 -
9 - Construct Expertise +4
10 - Augment Construct
Turn/Rebuke Construct
A cleric channeling negative energy may turn or destroy constructs as a good cleric turns undead. Sancuary Guardian levels stack with cleric levels for the purposes of turning constructs though not for turning undead. A cleric channeling positive energy may rebuke or command constructs as an evil cleric rebukes undead. The reversal of roles is intentional. The interaction of negative energy with physical matter often causes a decay effect which is accelerated by negative energy channeling sanctuary guardians to destroy constructs.
Craft Construct
A sanctuary guardian of second level gains the Craft Construct feat.
Construct Expertise
A sanctuary guardian gains bonuses to skills related to constructs. The bonus applies to all knowledge, craft, listen, or spot checks involving constructs. At third level the bonus is +1, +2 at fifth level, +3 at seventh, and +4 at ninth level.
Arcane Construct
A sixth level sanctuary guardian learns to use arcane scrolls during construct creation. A craft check (DC 20 + caster level) with the craft being used to create the construct is required to be successful. Unsuccessful attempts destroy the scroll and use up a day's worth of materials and progress. Sanctuary Guardians are unable to actually invoke arcane scrolls, they are only able to incorporate the magic into the creation of a construct.
Augment Construct
A tenth level sanctuary guardian may augment a single construct by spending one or more daily turn attempts as shown on the following table. Augmentations last for one minute.
Augmentation (Effect) Turn Attempts Used
Celerity (+10' movement) 2
Hasten (+1 extra attack) 2
Toughen (+2 hit points per hit die) 3
Harden (+1 Natural Armor Class bonus) 1*
Strengthen (+2 Strength) 2*
Awaken (Gives the construct intelligence#) 5
*May be used multiple times on the same construct, the effects stack.
#Intelligent constructs are generally friendly to their creator (not necessarily awakener) but are not otherwise required to obey anyone unless commanded by someone able to command constructs. Awakened constructs gain 3d6-4 intelligence, minimum intelligence of 3.
Constructs created by the sanctuary guardian may be permanently augmented by spending an additional 1000 gold per turn attempt used.
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Sigh. I detest trying to deal with tables in bbcode. Oh well, I hope it's readable. As always, comments are welcome.
Edit: Spelling.