Tengoku Gate-Guardian (3.5e Class)
From D&D Wiki
- 1 Tengoku Gate-Guardian
- 1.1 Making a Tengoku Gate-Guardian
- 1.2 Campaign Information
Making a Tengoku Gate-Guardian
<-Strong points and weak points, and effectiveness with party members.->.
Abilities: <-description of most important attributes for this class->.
Races: <-description of relative likelihood of various races to join this class->.
Alignment: True Neutral only.
Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).
Starting Age: Complex.
|1st||+1||+2||+0||+2||Aura of Life and Death, Life Sight, Extra Planar Speech, Eldritch Blast 1d6|
|2nd||+2||+3||+0||+3||Apprentice of Azure, Apprentice of Asmodeus|
|4th||+4||+4||+1||+4||Death Gate, Life Gate, Eldritch Blast 2d6|
|5th||+5||+4||+1||+4||Blink, Ancestral Knowledge|
|7th||+7/+2||+5||+2||+5||Negative Energy Field, Eldritch Blast 3d6|
|10th||+10/+5||+7||+3||+7||Swords of Life and Death, Planar Traveler, Plane Shift, Bakusaiga 4d6 3/day, Eldritch Blast 4d6|
|11th||+11/+6/+1||+7||+3||+7||Dual Wield, Planar ally|
|12th||+12/+7/+2||+8||+4||+8||Globe of Invulnerability|
|13th||+13/+8/+3||+8||+4||+8||Eldritch Blast 5d6|
|15th||+15/+10/+5||+9||+5||+9||Gate 4/day, Bakusaiga 5d6 4/day, Meidou Zangetsuha(Medium) 3/day|
|16th||+16/+11/+6/+1||+10||+5||+10||Eldritch Blast 6d6|
|17th||+17/+12/+7/+2||+10||+5||+10||True Seeing, Meidou Zangetsuha(Large) 3/day|
|18th||+18/+13/+8/+3||+11||+6||+11||Hellfire Dragon 4d6 3/day, Holyfire Dragon 4d6 3/day|
|19th||+19/+14/+9/+4||+11||+6||+11||Eldritch Blast 7d6, Planar Companion, Meidou Zangetsuha(Huge) 3/day|
|20th||+20/+15/+10/+5||+12||+6||+12||Overworld Dragon10d6 5/day, Life and Death Sword|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Tengoku Gate-Guardian.
Weapon and Armor Proficiency: Gate-Guardians are proficient with all weapons and armor but only up to medium shields.
Aura of Life and Death: At 1st level, a Tengoku Gate-Guardian gains an aura that during the day makes things grow and flourish. While during the night everything around him withers and dies.
Life Sight: Allows him to see living creatures.
Extra Planar Speech: Can speak all extra planar languages(works as tongues ability).
Eldritch Blast: Deals 1d6 non-elemental damage, levels up 1d6 every three levels.
Apprentice of Azure: At 2nd level, a Tengoku Gate-Guardian can use bless(as spell) as a free-action..
Apprentice of Asmodeus: At 2nd level, a Tengoku Gate-Guardian can use corrupt(as spell) as a free-action.
Death Gate: At 4th level, a Tengoku Gate-Guardian gains the ability to ferry souls to the after life by taking them to the ethereal plane.
Life Gate: At 4th level, a Tengoku Gate-guardian can banish lost souls and undead(as in turn undead spell, as a +4 level cleric).
: At 5th level, a Tengoku Gate-Guardian can use Blink(as Spell)as a free action.
Ancestral Knowledge: At 5th level, a Tengoku Gate-Guardian gains the knowledge of all his predecessors.
Negative Energy Field: At 7th level, a Tengoku Gate-Guardian can activate a field of negative energy around him in a 10-foot diameter(that acts as energy drain).
Teleport: At 8th level, a Tengoku Gate-Guardian gain Teleport(as Spell)as full round action.
Planar Storm: At 9th level, a Tengoku Gate-Guardian can conjure a storm that differs in form depending on the plane it's connected to. does 3d10 damage and can send recipient to the connecting plane of existence.
Swords of Life and Death:At 10th level, Through a long process the Tengoku Gate-Guardian spawn two longsword from his being. An Infernal and Celestial longswords.
Planar Traveler: At 10th level, gains invulnerbility to the effects of all planes, and can bestow these on others if he wishes.
Plane Shift: At 10th level, he now has the ability to shift to other planes(as Spell).
Bakusaiga: At 10th level, the Tengoku Gate-Guardian can use a Damaging energy slash that makes healing and regeneration impossible. 4d6, 3/day.
Dual Wield: At 11th level, a Tengoku Gate-Guardian gains the dual wielding warrior feat.
Planar Ally: At 11th level, a Tengoku Gate-Guardian can use Planar Ally(as Spell exept it only takes 5 turns).
Globe of Invulnerability: At 12th level, a Tengoku Gate-Guardian can use Globe of Invulnerability(as Spell).
Gate: At 15th level, a Tengoku Gate-Guardian can create a giant 'Gate' that can true teleport and Plane shift up to 10 people.
Meidou Zangetsuha: At 15th level, a Tengoku Gate-Guardian can send a slash of Infernal energy that sends creatures to the underworld.
True Seeing: At 17th level, a Tengoku Gate Guardian gets True Seeing(as mage spell).
Hellfire Dragon: At 18th level, A Tengoku Gate-Guardian can spawn a Dragon Head from his Right arm made of Hellfire, strait from the nine Hells.
Holyfire Dragon: At 18th level, A Tengoku Gate-Guardian can spawn a Dragon Head from his Right arm made of Holyfire, strait from the nine Heavens.
Planar Companion: At 19th level, a Tengoku Gate-Guardian gains a Planar companion that is tied to him.
Overworld Dragon: At 20th level, a Tengoku Gate-Guardian can combine the Hellfire and Holyfire to spawn the Overworld Dragon Guardian of the Material Plane.
Life and Death Sword: At 20th level, the Tengoku Gate-Guardian Absorbs his swords to spawn a double sword comprised of the two.
Ex-Acolyte of the Tempest
A Acolyte who becomes nonchaotic cannot gain new levels as a Acolyte but retains all Acolyte abilities.
Like a member of any other class, a Acolyte may be a multiclass character, but multiclass Acolytes face a special restriction. A Acolyte who gains a new class or (if already multiclass) raises another class by a level may never again raise his Acolyte level, though he retains all his Acolyte abilities.
Epic Acolyte of the Tempest
|21st||+4||+70 ft.||Storm of Vengeance 2/day|
|23rd||+4||+70 ft.||Bonus Feat,Control Weather 6/day, Call Lightning 6/day|
|24th||+4||+80 ft.||Bolt 6d6|
|25th||+5||+80 ft.||Storm of Vengeance 3/day|
|26th||+5||+80 ft.||Bonus Feat|
|27th||+5||+90 ft.||Control Weather 7/day, Call Lightning 7/day|
|28th||+5||+90 ft.||Bolt 7d6|
|29th||+5||+90 ft.||Bonus Feat, Storm of Vengeance 4/day|
Fast Movement: The epic Acolyte’s speed when wearing no armor increases by 10 feet every three levels higher than 18th. The unarmored speed of Small and dwarven Acolytes increases by 5 feet instead of 10 feet.
Storm of Vengeance: Storm rains acid, lightning, and hail. the epic Acolyte continues to receive 1 more use every 4 levels, caster level is half your total level.
Control Weather: the epic Acolyte continues to receive 1 more use every 4 levels.
Call Lightning: caster level is half your total level.
Bolt: bolt still increases 1d6 every 5 levels.
Epic Acolyte Bonus Feat List: Armor Skin, Blinding Speed, Damage Reduction, Energy Resistance, Epic Prowess, Epic Speed, Epic Toughness, Exceptional Deflection, Fast Healing, Improved Combat Reflexes, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Infinite Deflection, Keen Strike, Legendary Climber, Legendary Wrestler, Reflect Arrows, Righteous Strike, Self-Concealment, Shattering Strike, Vorpal Strike.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-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: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
<-pluralized class name-> in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.