Guardian Priest


Level KXP Priest
123 456 78
1 0 20- --- --
2 2 210 --- --
3 4 321 --- --
4 7.5 422 --- --
5 12.5 432 0-- --
6 20 432 1-- --
7 35 443 1-- --
8 60 443 20- --
9 90 543 21- --
10 125 543 320 --
11 200 553 321 0-
12 300 554 432 1-
13 750 655 543 2-
14 1150 666 654 3-
15 1550 666 666 4-
16 1950 666 666 5-
17 2350 666 666 6-
18 2750 666 666 60
19 3150 666 666 61
20 3550 666 666 62
21 3950 666 666 63
22 4350 666 666 64
23 4750 666 666 65
24 5150 766 666 65
25 5550 776 666 65
26 5950 777 666 65
27 6350 777 766 65
28 6750 777 776 65
29 7150 777 777 65
30 7550 777 777 75
31 7950 777 777 76
32 8350 777 777 77
33 8750 887 777 77
34 9150 888 877 77
35 9550 888 888 77
36 9950 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+2 10  6  7  5  5  2  2  5
+3 11  7  8  5  6  2  2  5
+3 12  7  9  6  7  3  3  6
+4 12  8  9  6  7  3  3  7
+5 13  9 10  7  8  4  4  8
+5 13  9 10  7  8  4  4  8
+6 14 10 11  8  9  5  5  9
+7 14 10 11  9  9  6  5 10
+7 15 11 12 10 11  6  6 11
+8 16 12 13 10 11  7  6 11
+9 16 13 13 11 12  8  7 12
+9 16 13 14 12 12  8  7 13
+10 16 14 14 13 13  9  8 14
+11 16 14 15 13 13  9  8 14
+11 16 15 15 14 14 10  9 15
Requisites: Con 15, Wis 12
Alignment: any
HD/level: 3d1
Weapon Prof.: 2+level/5
To Hit Table: Rog
Save Table: 1˝xPri
Reference: DM
Groups: Priest
 
Gets Con (not Wis) bonus to spells.
Gets Exceptional Con bonus.
Bonus grand in Guardian sphere.
 
Level N (every level): Using the list below, pick an ability.
A. +2V Actions.
B. Barbarian Con bonus instead of Exceptional.
C. Immune to Water (and variants such as Holy Water). Immune to drowning.
D. Immune to Specials.
E. You, your party, and subordinates are immune to Teleport Away / Plane Shift effects
F. Automatically make saves that give a Con bonus; Automatically make Fort saves (even if no Con bonus).
G. 1V: Trigger a Trap prematurely; it will strike at the nearest living creature.
H. You and your subordinates ignore parting shots and attacks of opportunity.
I. Your Traps, Tricks, and Specials do special effects as if one "pipe" (or +LVL CL) better than they are.
J. Immune to Guardian sphere spells, and Forbiddance/Security Zones in general.
K. Free GGL (Specialty God) pick in a god that has a Con requirement.
L. Immune to Local Environment. Resist Terrain Features.
M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
N. Your Wall spell effects have xLVL area. 1M: Duplicate (make another) Wall effect.
O. 1bV, an ally within LVL*10' is being attacked: Interpose in front of the attack
P. 0, 1/t: Distribute LVL instances of tactical movement to other allies.
New Guardian Spells:
Tactic Move (SL=1): Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
Wyvern Watch Shield (SL=2): Paralyzing shield (PPD save for each melee attack that hits you)
Trapper (SL=3): Create a Trapper class Trap (see list below), you can trigger it immediately if you like.
Guardian Daemon (SL=4): Summons a Guardian Daemon (an Outer being of your alignment, it is a DL VI monster). You have a Guardian Daemon summon slot in addition to your normal summon slot. You are allowed to have 2 Guardian Daemons (one in each slot).
Prismatic Wall/Sphere (SL=5): Create a Prismatic Wall with CL/2 colors or a Prismatic Sphere with CL/2-2 colors.
Mass Teleport Away (SL=6): A group is Teleported Away (RSW save).
Holy Word Neutralize (SL=7): Choose a blahR. Target cannot use any ability that is resisted using that blahR type (no save, no MR).
Proof Against Leaving (SL=8): No one can leave the room (by moving or by special means) (x1 Special)
Multi Mass Heal/Harm (SL=9): Up to CL groups in the room is either Healed or Harmed (you choose for each creature).
Trapper Traps (these affect a group; the effect given is per target):
Arrows: Get attacked by one arrow with TH bonus +LVL^2 and dmg=LVL^2; natural 20 = Poison (PPD save or death)
Falling Block: Get automatically hit by one block for LVLd4 dmg (ignores skins)
Gas: PPD save or (roll 1d8): 1=Blind, 2=Fear, 3=Feeblemind, 4=Nausea, 5=Poison (death in 1 round), 6=Sleep, 7=Slow, 8=Weakness
Net: You cannot move or physically attack until you use 1V and make a Str check at -LVL.
Pit: Fall LVL*10' (no save); 1 in 6 chance you fall on a spike for LVL^2 dmg
Surge: Take a SL=LVL/2 random magical effect (never beneficial, save applies if the effect has a save)