Temple Guard (3.5e Class)

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[[Image:Temple Guard.jpg|right| frame | none| A Temple Guard stands resolute.]]

Temple Guard[edit]

The Temple Guard is the elite of the elite in Karadin culture. They are the chosen ones of their gods. Temple Guards a quick skirmishers that wield powers both natural and unnatural in order to defeat their enemies. Temple Guards focus on using exotic weaponry, such as sickles and halberds. Temple Guards focus on Wisdom and Strength.

Making a Temple Guard[edit]

Pros:

-Quick Fighter

-Powerful Abilities

-Focus on Dual-Weaponry and Halberds

Cons:

-Weak in long combat situations

-Restricted to their gods alignment/code of conduct.

Abilities A temple guard is a good skirmisher, who can deal a lot of damage in a burst, but cannot sustain damage for too long. They are weak in hit points, so taking Toughness might be a good idea. They utilize both Strength and Wisdom heavily, so specialize in those.

Alignment: Any Lawful. Temple Guard who become non lawful cannot advance as Temple Guard but retain all guard abilities.

Starting Gold: 4d6 times 10 = gp. (240 max)

Starting Age: Moderate

Table: The Temple Guard

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Pious Strike +2
2nd +1 +0 +3 +3 Righteous Pursuit, Enter the Fray +3
3rd +2 +1 +3 +3 Locust Swarm, Pious Strike +3
4th +3 +1 +4 +4 Plague Strike, Enter the Fray +5
5th +3 +1 +4 +4 Adept at Sickles, Pious Strike +4
6th +4 +2 +5 +5 Endless Torment, Sweeping Strike, Enter the Fray +7
7th +5 +2 +5 +5 Locust Swarm R2, Adept at Halberds, Pious Strike +5
8th +6/+1 +2 +6 +6 Flurry of Blows, Enter the Fray +9, Blistering Wounds 2d4
9th +6/+1 +3 +6 +6 Outbreak, Pious Strike +6
10th +7+2 +3 +7 +7 Divine Challenge, Precision Strike, Enter the Fray +11
11th +8/+3 +4 +7 +7 Pious Strike +7
12th +9/+4 +4 +8 +8 Locust Swarm R3, Enter the Fray +13, Blistering Wounds 3d4
13th +9/+4 +4 +8 +8 Sickle Expert, Pious Strike +8
14th +10/+5 +5 +9 +9 Halberd Expert, Enter the Fray +15
15th +11/+6/+1 +5 +9 +9 Cull the Weak, Pious Strike +9
16th +12/+7/+2 +5 +10 +10 Enter the Fray +17, Blistering Wounds 4d4
17th +12/+7/+2 +5 +10 +10 Locust Swarm R4, Pious Strike +10
18th +13/+8/+3 +6 +11 +11 Deathly Miasma, Enter the Fray +19
19th +14/+9/+4 +6 +11 +11 Pious Strike +11
20th +15/+10/+5 +6 +12 +12 Wrath of the Ancients, Diabolical Smite, Enter the Fray +21, Blistering Wounds 5d4

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Intimidate (Cha), Knowledge (Int), Decipher Script (Int), Spellcraft (Int), Sense Motive (Wis), Profession (Int)

Class Features[edit]

Temple Guards use powers both natural and unnatural to cut down their foes in the name of their gods. All of the following are class features of the Temple Guard.

Weapon and Armor Proficiency: Simple and Martial Weapon Proficiencies. Light Armor Proficiency.

Pious Strike: A melee range attack that deals weapon damage, plus 2 damage. This damage increases by 1 every other level.

Righteous Pursuit: Beginning at 2nd level, whenever you deal damage against an enemy that you have applied diseases to, you deal extra damage that's equal to your wisdom modifier. Ex: "Sickle does 1d6 damage, plus 4 for your wisdom modifier."

Enter the Fray: Beginning at 2nd level, whenever you enter combat, the first time you attack you deal an extra 3 damage. This increases by 2 every other level.

Locust Swarm: Beginning at 3rd level, the Temple Guard gains the Locust Swarm ability. Locust Swarm does 1d8 damage, and applies the Ancient Plague disease. A target already diseased can not be the target of Locust Swarm.

Plague Strike: Beginning at 4th level, the Temple Guard gains the Plague Strike ability. Plague Strike counts as a normal attack. Plague Strike does weapon damage, +2, and applies the Blistering Wounds disease.

Adept at Sickles: At 5th level, the Temple Guard gains the Weapon Focus: Sickle feat. (Player's Handbook, pg. 102)

Endless Torment: Beginning at 6th level, if you deal damage to a diseased target, you deal an extra 5 damage.

Sweeping Strike: Beginning at 6th level, the Temple Guard gains the Sweeping Strike ability. If you successfully deal damage to a target that is diseased, you may instantly hit another target within 5 yards. The second target gains no diseases. If you use Sweeping Strikes, you cannot use Flurry of Blows.

Locust Swarm R2: Beginning at 7th level, Locust Swarm now does 1d12 damage, and applies the Ancient Plague disease. A target already diseased can not be the target of Locust Swarm.

Adept at Halberds: At 7th level, the Temple Guard gains the Weapon Focus: Halberds feat. (Player's Handbook, pg. 102)

Flurry of Blows: At 8th level, the Temple Guard may use the Flurry of Blows ability. After successfully striking an enemy that is diseased, you may instantly strike that enemy again for half damage. If you choose to use Flurry of Blows, you may not use Sweeping Strike.

Outbreak: At 9th level, Temple Guards gain the Outbreak passive ability. When a diseased enemy dies, roll a d20. On 11 and above, the disease spreads to all creatures within 10 yards, dealing 2d6 damage and diseasing them. On a 10 and below, there is no effect.

Divine Challenge: At 10th level, the Temple Guard gains the Divine Challenge ability. When used, the target of your choosing is forced to attack you for the next 2 rounds. In addition, the Temple Guard gains 2 AC against attacks by that target.

Precision Strike: At 10th level, the Temple Guard gains the Precision Strike ability. Precision Strike counts as a normal attack, with your strength modifier added in as bonus damage. The target is also afflicted with the Withering disease.

Locust Swarm R3: Beginning at 12th level, Locust Swarm now does 2d10 damage, and applies the Ancient Plague disease. A target already diseased can not be the target of Locust Swarm.

Sickle Expert: At 13th level, the Temple Guard gains the Weapon Specialization: Sickle feat. (Player's Handbook, pg. 102)

Halberd Expert: At 14th level, the Temple Guard gains the Weapon Specialization: Halberd feat. (Player's Handbook, pg. 102)

Cull the Weak: Beginning at 15th level, you may use the Cull the Weak ability. When used, for one round, you deal double damage to bloodied opponents.

Locust Swarm R4: Beginning at 17th level, Locust Swarm now does 3d12 damage, and applies the Ancient Plague disease. A target already diseased can not be the target of Locust Swarm.

Deathly Miasma: Beginning at 18th level, the Temple Guard may use the Deathly Miasma ability. Deathly Miasma instantly afflicts all targets within 10 yards with Blistering Wounds. This counts as a move action, and can only be used once per encounter.

Wrath of the Ancients: Beginning at 20th level, the Temple Guard gains the Wrath of the Ancients ability. As a move action, you may use Wrath of the Ancients 2 times a battle. Roll a d20. Add your Wisdom modifier to the roll. Instantly deal that much damage to a target of your choosing. If the target is diseased, deal double that damage.

Diabolical Smite: Beginning at 20th level, once per day, in the battle of your choosing, you may apply all three diseases to a single target of your choosing. This can only be used once a day. Outbreak cannot occur.

Diseases[edit]

Ancient Plague: A target may become diseased with Ancient Plague by the Temple Guard. The diseased target has a -2 to AC and a -1 to all saving throws. A target is diseased for 4 rounds.

Blistering Wounds: A target may become diseased with Blistering Wounds by the Temple Guard. The diseased target takes 1d4 damage every round until the disease wears off. This damage increased by 1d4 every 4 levels, starting at level 4. A target is diseased for 4 rounds.

Withering: A target may become diseased with Withering by the Temple Guard. The diseased target has a -4 to all attack rolls and may not use Attacks of Opportunity. In addition, the diseased target has its speed cut by half. A target is diseased for 4 rounds.


Ex-Temple Guards[edit]

Temple Guards, after being kicked out of the order, lose all bonuses affiliated with being a Temple Guard, other then their feats. They can no longer use Locust Swarm, Pious Strike, etc, and can no longer disease enemies. Temple Guards that have been kicked out must choose a class to continue leveling in.

Temple Guard who multiclass may never again advance his level as Temple Guard but he retain all guard abilities.

Epic Temple Guard[edit]

Table: The Epic Temple Guard

Hit Die: d10

Level Special
21st Pious Strike +12
22nd Enter the Fray +23
23rd Bonus Feat, Pious Strike +13
24th Enter the Fray +25, Locust Swarm R5 (4d12 damage)
25th Pious Strike +14
26th Bonus feat, Enter the Fray +27
27th Pious Strike +15
28th Enter the Fray +29
29th Bonus Feat, Pious Strike +16
30th Enter the Fray +31, Locust Swarm R6 (3d20 damage +10)

2 + Int modifier skill points per level.

Blistering Wounds: For levels 21-30, Blistering Wounds does 3d12 every round for four rounds.

Ancient Plague: For levels 21-30, Ancient Plague does -6 to AC and -3 to Saving Throws.

Withering: For levels 21-30, Withering does -8 to all attack rolls, and the diseased target may not use Attacks of Opportunity. In addition, the diseased targets speed is reduced by 2/3's of its original speed.

Bonus Feats: The epic Temple Guard gains a bonus feat (selected from the list of epic Fighter bonus feats) every 3 levels after 20th level.

Karadin Temple Guard Starting Package[edit]

Weapons: 2 Sickles, or a Halberd.

Skill Selection: Coming Soon!

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: Two-Weapon Fighting (if using 2 sickles), or Toughness.

Gear: Leather Armor, Bedroll, Waterskin, Rationsx10, Holy Symbol.

Gold: 4d6 x 10, 140 max.

Campaign Information[edit]

Playing a Temple Guard[edit]

Religion: A Temple Guard is a follow of whatever god the town he was born in worships; Karadin are extremely religious, and the Temple Guard would be raised learning only about the town's god. Karadin usually choose to follow older gods, however very rarely will choose evil portfolios.

Other Classes: This class has a bit of a ego, thinking they are slightly better than those around them. The few times the Temple Guards are seen out of their towns are when they are on a pilgrimage, or a special assignment given to them by their gods. (You may meet a Temple Guard on the road, for instance, and if you are going to the same place he could possibly join you.)

Combat: The role for a Temple Guard in combat is to enter the fray, deal a lot of damage, and take very little. They are not tanks. They can't take very many hits, so if you are playing a Temple Guard, be aware of yourself in combat.

Advancement: The best choice for advancement for a Temple Guard would be to continue being a Temple Guard. You can multi-class if you so desire, but you would lose out on some bonuses that Temple Guards receive. Best choices for multi-classing would be Fighters or Rogues.

Temple Guards in the World[edit]

"Nearly twenty enemies had fallen to his blade, and yet he kept on fighting. This was the power of the Karadin, right in front of my eyes."
—Darius the First, Writer of Tales

These characters would fit in only in Karadin society, deep within the deserts of the world you are playing in. If your game does not have Karadin, it cannot have Temple Guards.

Daily Life: A Temple Guard would wake up early, and head to the local Chantry, where they would pray for hours before heading to the training grounds. There, they would practice their weaponry skills until late in the evening, where they would return to praying. Then they would go to sleep, and start the process anew. A Temple Guard on the road would not have such a life, and instead would try and fit in these activities where he/she could. For instance, A Temple Guard might say a prayer before battle, or before going to sleep that night.

Organizations: Temple Guards would congregate at the local Chantries that belong to their towns. Although Temple Guards are friendly to Temple Guards from another town and god, they do not often meet or pray together.

NPC Reactions: NPC's would be wary of the Temple Guard, if not only because they are a Karadin, but also the long Halberd on their back is a bit intimidating. NPC's would not be willing to open up as easily to a Temple Guard as they would to a Human.

Temple Guard Lore[edit]

Characters with ranks in Knowledge, Geography can research Temple Guards to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge, Geography
DC Result
5 Common Knowledge, such as their religion.
10 Uncommon Knowledge, such as their weapon focus.
15 Rare Information, such as their trainer, and facts about their lives.
20 Very Rare Information, such as attack combinations, and knowledge of their diseases and the effects of such.

How someone with ranks in Knowledge or Geography would be more likely to know specific trainers and facts about specific temple guard's lives than the diseases and attack combinations they use, is a mystery of the universe.

Temple Guards in the Game[edit]

Temple Guards will fit into the game as a good, strong party member, or an NPC that strives to bring justice to the land.

Adaptation: A possible variant could be a Sinister Temple Guard, which is pretty much a Temple Guard with focus in spells and diseases, that would use an Evil Portfolio.

Sample Encounter: A possible encounter could be in a Karadin town in the desert. If you begin attacking the Chantry there, expect many Temple Guards to come attack you.



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