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Garath

Garaths are chaotic good church guardians. They primarily defend their churches, no matter what the method or cost, often guarding church journeys or caravans. Devout church members, garaths adhere to their god's strictures with absolute conviction. If a garath ever breaks a church rule, he loses his garath church rank and abilities and becomes forevermore a normal fighter.

Garaths pride themselves on finely crafted and exquisitely detailed clothes, weapons, and armor. Full plate is the most common garath protection, always embellished with church symbols and holy script.

The strictures of a garath are:

1. Forbidden retention of wealth. Garaths keep non-monetary treasure if desired; otherwise, they give it to the church.

2. Use of force only against non-good-aligned individuals, except for self-defense or church defense.

3. Employment of only good-aligned individuals, except for church defense.

Alignment: Chaotic Good

Hit Die: d10

Class Skills

Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nobility) (Int), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int).

Skill Ranks Per Level: 4 + Int modifier.

Level Base Attack Fort Ref Will Special Abilities
1st +1 +2 +0 +2 Detect Evil
2nd +2 +3 +0 +3 Divine Protection +1
3rd +3 +3 +1 +3 Martial Training +1
4th +4 +4 +1 +4
5th +5 +4 +1 +4 Divine Protection +2
6th +6/+1 +5 +2 +5
7th +7/+2 +5 +2 +5 Martial Training +2
8th +8/+3 +6 +2 +6 Aura of Resolve, Divine Protection +3
9th +9/+4 +6 +3 +6
10th +10/+5 +7 +3 +7
11th +11/+6/+1 +7 +3 +7 Martial Training +3, Divine Protection +4
12th +12/+7/+2 +8 +4 +8
13th +13/+8/+3 +8 +4 +8
14th +14/+9/+4 +9 +4 +9 Aura of Faith, Divine Protection +5
15th +15/+10/+5 +9 +5 +9 Martial Training +4
16th +16/+11/+6/+1 +10 +5 +10
17th +17/+12/+7/+2 +10 +5 +10 Aura of Righteousness
18th +18/+13/+8/+3 +11 +6 +11
19th +19/+14/+9/+4 +11 +6 +11
20th +20/+15/+10/+5 +12 +6 +12 Champion of Good

Class Features

Weapon and Armor Proficiency: A garath is proficient with all simple and martial weapons as well as light, medium, and heavy armor, including shields.

Detect Evil (Su)
: At will, a garath can use detect evil, as the spell. A garath can, as a move action, concentrate on a single item or individual within 100 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the garath does not detect evil in any other object or individual within range.

Divine Protection (Su): A garath receives a bonus on saving throws versus evil magic. This bonus is +1 at 2nd level and increases by 1 at 5th, 8th, 11th, and 14th level.

Spells:Beginning at 8th level, a garath gains the ability to cast a small number of divine spells which are drawn from the cleric spell list. A garath must choose and prepare his spells in advance.

To prepare or cast a spell, a garath must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a garath's spell is 10 + the spell level + the garath's Wisdom modifier.

Like other spellcasters, a garath can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table below. In addition, he receives bonus spells per day if he has a high Wisdom score.

A garath must spend 1 hour each day in quiet prayer and meditation to regain his daily allotment of spells. A garath may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Though 7th level, a garath has no caster level. At 8th level and higher, his caster level is equal to his garath level – 3.

Spells Per Day
Level1st 2nd 3rd 4th
1st -
- - -
2nd -
-
- -
3rd -
-
-
-
4th -
-
-
-
5th -
-
-
-
6th -
-
-
-
7th 0
-
-
-
8th 1
-
-
-
9th 1
0
-
-
10th 1
1
-
-
11th 2
1
0
-
12th 2
1
1
-
13th 2
2
1
0
14th 3
2
1
1
15th 3
2
2
1
16th 3
3
2
1
17th 3
3
2
2
18th 3
3
3
2
19th 3
3
3
3
20th 3
3
3
3

Martial Training: At 3rd level, a garath begins his martial training will all forms of weaponry. Expected to defend the church at any time or any place, they gain the ability to dish it out with what ever is at hand. The bonus they gain is to “Hit” and to “Damage”.

Aura of Resolve (Su): At 8th level, a garath is Immune to charm spells and spell-like abilities. Each good ally w/i 10' gain a +4 morale bonus on saves vs charm effects. This functions only while the garath is conscious.

Aura of Faith (Su): At 14th level, a garath's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. This effect is conferred to each Good ally within 10 ft.. This functions only while the garath is conscious.

Aura of Righteousness (Su): At 17th level, a garath gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each good ally within 10 ft. gains a +4 morale bonus on saves vs compulsion effects. This functions only while the garath is conscious.

Champion of Good (Su): At 20th level, a garath becomes the ultimate force of Good. Their DR is increased to 10/evil. The garath also gains Fast healing 2. Each good ally within 10 ft. gains fast healing 1. This functions only while the garath is conscious.

Additional Ratings
Balance:
( 4 Votes )
Utility:
( 4 Votes )
Clarity:
( 4 Votes )


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