General Prestige Class : Temple Raider of Olidammara
Olidammara's worshipers don't have many temples of their own, but some of them spend a great deal of time in the temples of other deities - robbing them of every valuable that's even remotely portable. The temple raiders are an elite cadre of thieves who worship the Laughing Rogue and specialize in stealing valuables and secret lore from the temples of other deities. Few enterprises are as dangerous as breaking into a temple, so Olidammara grants limited spellcasting abilities to temple raiders in his service.
Temple raiders usually work in small teams, using stealth, disguise, or magic to infiltrate a rival temple secretly. Once inside, they plunder the treasury, steal religious relics, and abscond with any secrets the clerics of the rival temple cared to write down. If all goes well, they slip our unnoticed, but they're nor above fighting their way to freedom. They know that the penalty for stealing from a temple is usually death, so they're quick to draw blades when capture seems imminent.
Temple raiders are always listening for news of great riches or dark secrets at the temples of other deities, and they eagerly chase down rumors of hidden shrines and half-buried temples from bygone ages. However, they typically have plenty of time between raids for normal adventuring, which they undertake frequently with their deity's blessing. After all, dungeon adventuring hones the skills that the temple raider needs for special missions - such as liberating the war-booty that the clerics of St. Cuthbert's temple are now bringing home for safekeeping.
Clerics who venerate other deities consider temple raiders a menace, so most of the latter pose as rogues, bards, or even clerics of Olidammara instead. Rogues and bards usually have the skills a temple raider needs, whereas only a few rare clerics - even those of Olidammara - can pick a lock or sabotage a trap well enough to meet the temple raiders' standards. Player characters may encounter NPC temple raiders fleeing from town with their latest victims on their heels, or in the midst of planning a raid.
Requirements
To qualify to become a Temple Raider of Olidammara, a character must fulfill all the following criteria:
- Alignment: Any chaotic.
- Skills: Disable Device 4 ranks, Knowledge (religion) 1 rank, Open Lock 4 ranks, Search 8 ranks.
- Base Attack Bonus: +5.
- Special: The character must worship Olidammara and be invited to join the ranks of the temple raiders by at least three current members of that prestige class.
Class Skills
The temple raider's class skills are Appraise, Climb, Craft, Disable Device, Hide, Jump, Listen, Move Silently, Open Lock, Search, Spot, Tumble, Use Magic Device, and Use Rope.
Skill Points at Each Level: 4 + Int modifier.
Class Features
All the following are class features of the temple raider of Olidammara prestige class.
Weapon and Armor Proficiency: A temple raider is proficient with all simple weapons and with the rapier. In addition, he is proficient with both light and medium armor.
Traps: At 1st level, a temple raider gains the traps ability (see Rogue) if he does not already have it.
Spells: A temple raider can cast a small number of divine spells. His spells are based on Wisdom, so casting any given spell requires a Wisdom score of at least 10 + the spell's level. The DC for saving throws against these spells is 10 + spell level + the temple raider's Wisdom modifier. When the table indicates that the temple raider is entitled to 0 spells of a given level (such as 0 1st-level spells at 1st level), he gets only those bonus spells that his Wisdom score allows.
Like a cleric, a temple raider can prepare one domain spell at each spell level in addition to his regular allotment. At the time he becomes a temple raider, the character must choose two domains from the three over which Olidammara holds sway (Chaos, Luck, and Trickery). He thus has access to two domain spells at each spell level and may prepare one or the other each day in his domain spell slot.
A temple raider must spend 1 hour each night in quiet contemplation and supplication to Olidammara to regain his daily allotment of spells. Time spent resting has no effect on whether he can prepare spells.
Unlike clerics, temple raiders do not channel energy to turn or rebuke undead, nor can they spontaneously cast cure or inflict spells. They also gain no granted powers for their domains.
Sneak Attack: The temple raider gains the sneak attack ability (see the Rogue section in Chapter 3 of the Player's Handbook) at 2nd level if he does not already have it. He gains +1d6 damage with this attack initially, and this rises by +1d6 per three temple raider levels thereafter. If he already has the sneak attack ability from a previous class, the damage bonuses stack.
Uncanny Dodge (Ex): At 3rd level, the temple raider gains the uncanny dodge ability (see Rogue) if he did not already have it. He gains additional benefits of this ability as his temple raider level increases (see below). If he already had uncanny dodge from one or more previous classes, levels of those classes stack with temple raider levels for the purpose of determining the benefits, but he continues to progress in the ability along whichever track he was originally using for it. For example, if a rogue becomes a temple raider, add together his levels of temple raider and rogue, then refer to Table 3-15: The Rogue in the Player's Handbook to determine the benefits of uncanny dodge at his new, combined level.
Save Bonus: A little bit of Olidammara's luck has rubbed off on the temple raider in the form of a luck bonus on all saving throws. This bonus rises from +1 at 4th level to +2 at 7th level to +3 at 10th level.
Temple Raider of Olidammara | Hit Die: d6 | ||||||||
---|---|---|---|---|---|---|---|---|---|
CL | BAB | Fort | Ref | Will | Special | Spells per day* | |||
1st | +0 | +0 | +2 | +2 | Traps | 0+1 | - | - | - |
2nd | +1 | +0 | +3 | +3 | Sneak attack 1d6 | 1+1 | - | - | - |
3rd | +2 | +1 | +3 | +3 | Uncanny dodge (Dex bonus to AC | 1+1 | 0+1 | - | - |
4th | +3 | +1 | +4 | +4 | Save bonus +1 | 1+1 | 1+1 | - | - |
5th | +3 | +1 | +4 | +4 | Sneak attack +2d6 | 1+1 | 1+1 | 0+1 | - |
6th | +4 | +2 | +5 | +5 | Uncanny dodge (can't be flanked) | 1+1 | 1+1 | 1+1 | - |
7th | +5 | +2 | +5 | +5 | Save bonus +2 | 2+1 | 1+1 | 1+1 | 0+1 |
8th | +6 | +2 | +6 | +6 | Sneak attack +3d6 | 2+1 | 1+1 | 1+1 | 1+1 |
9th | +6 | +3 | +6 | +6 | Uncanny dodge (+1 against traps) | 2+1 | 2+1 | 1+1 | 1+1 |
10th | +7 | +3 | +7 | +7 | Save bonus +3 | 2+1 | 2+1 | 2+1 | 1+1 |
*In addition to the stated number of spells per day for 1st- through 4th-level spells, a temple raider gets a domain spell for each spell level. The "+1" on this list represents that these spells are in addition to any bonus spells for having a high Wisdom. |
Temple Raider Spell List
Temple raiders choose their spells from the following list:
- 1st Level - cure light mounds, detect chaos, detect evil, detect good, detect law, detect secret doors, endure elements, entropic shield, inflict light wounds, invisibility to undead, obscuring mist, protection from evil, protection from good, protection from law, random action, remove fear, sanctuary, shield of faith, spider climb.
- 2nd Level - augury, cat's grace, cure moderate wounds, darkness, darkvision, delay poison, fog cloud, hold person, inflict moderate wounds, knock, lesser restoration, misdirection, resist elements, silence, undetectable alignment.
- 3rd Level - blindness/deafness, cure serious wounds, dispel magic, inflict serious wounds, locate object, magic circle against evil, magic circle against good, magic circle against law, magic vestment, negative energy protection, protection from elements, remove curse.
- 4th Level - air walk, cure critical wounds, freedom of movement, inflict critical wounds, neutralize poison, restoration, spell immunity.
Source: Complete Divine
Song and Silence