Temple Raider of Olidammara
(Song and Silence: A Guidebook to Bards and Rogues variant, p. 16)
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.
Requirements
Base Attack Bonus: +5
Alignment: Any chaotic
Skills: Disable Device 4 ranks , Open Lock 4 ranks , Search 8 ranks
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.
Hit die
d6
Skill points
4 + Int
Class Features
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 the Rogue section in Chapter 3 of the Player's Handbook) 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 least 10 + the spell's level. The DC for saving vs against these spells is 10 + spell level + the raider's Wisdom modifi er. When the table indicates that the temple raider is entitled to 0 spells 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 the Rogue section in Chapter 3 of the Player's Handbook) if he did not already have it. He gains additional benefi ts of this ability as his temple raider level increases (see Table 1—7). 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 benefi ts, 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 benefi ts 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 Spell List
Temple raiders choose their spells from the following list:
1st Level—cure light wounds, detect chaos, detect evil, detect good, detect law, detect secret doors, endure elements, entropic shield, infl ict 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, infl ict moderate wounds, knock, lesser restoration, misdirection, resist elements, silence, undetectable alignment.
3rd Level—blindness/deafness, cure serious wounds, dispel magic, infl ict 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, infl ict critical wounds, neutralize poison, restoration, spell immunity.
Advancement
—Spells per Day*— | |||||||||
---|---|---|---|---|---|---|---|---|---|
Class | BAB | Fort | Ref | Will | Special | 1st | 2nd | 3rd | 4th |
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 fl anked) | 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. |
Class skills
Skill name | Key ability | Trained only | Armor check penalty |
---|---|---|---|
Appraise | INT | ||
Climb | STR | ||
Craft | INT | ||
Disable Device | INT | ||
Hide | DEX | ||
Jump | STR | ||
Listen | WIS | ||
Move Silently | DEX | ||
Open Lock | DEX | ||
Search | INT | ||
Spot | WIS | ||
Tumble | DEX | ||
Use Magic Device | CHA | ||
Use Rope | DEX |