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 Laugh- ing Rogue and specialize in steal- ing valuables and secret lore from the temples of other deities. Few enterprises are as dangerous as breaking into a temple, so Olidam- mara grants limited spellcasting abilities to temple raiders in his service.
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.
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’ stan- dards. Some rangers also fi nd the life of a temple raider to their liking. NPC temple raiders usually work in small teams, using stealth, disguise, or magic to infi ltrate 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 out unnoticed, but
they’re not above fi ghting their way to freedom. They know that the pen- alty for stealing from a temple is usually death, so they’re quick to draw blades when capture seems imminent. Clerics who venerate other deities con- sider temple raiders a menace, so most of the latter pose as rogues, bards, or even clerics of Olidammara instead. Player
characters may encounter NPC temple raiders fl eeing from town with their latest victims on their heels, or in the midst of planning a raid.
Adaptation: Any deity of rogues,
thieves, or secret knowledge could be a patron for a temple raider. Other campaigns
may feature specifi c items or treasures that are kept by churches which would tempt a temple raider into stealing.
Hit Die: d6.
REQUIREMENTS
To qualify to become a temple raider of Olidammara, a char- acter must fulfi ll all the following criteria.
Alignment: Any chaotic. Base Attack Bonus: +5.
Skills: Disable Device 4 ranks, Knowledge (religion) 1
rank, Open Lock 4 ranks, Search 8 ranks.
Table 2–22: The Temple Raider of Olidammara
Class Base Fort Ref Will Spells per Day
Level Attack Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +0 +0 +2 +2 Trapfinding, trap sense +1 0 — — —
2nd +1 +0 +3 +3 Sneak attack +1d6 1 — — —
3rd +2 +1 +3 +3 Uncanny dodge 1 0 — —
4th +3 +1 +4 +4 Trap sense +2 1 1 — —
5th +3 +1 +4 +4 Sneak attack +2d6 1 1 0 —
6th +4 +2 +5 +5 Improved uncanny dodge 1 1 1 —
7th +5 +2 +5 +5 Trap sense +3 2 1 1 0
8th +6 +2 +6 +6 Sneak attack +3d6 2 1 1 1
9th +6 +3 +6 +6 Skill mastery 2 2 1 1
10th +7 +3 +7 +7 Luck domain, trap sense +4 2 2 2 1
Il lu s. b y W . O ’C on no r Jernit, a temple raider of Olidammara
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PR E S T IG E CL A S S E SSpecial: 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 (and the key ability for each skill) are Appraise (Int), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Hide (Dex), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). See Chapter 4 in the Player’s Handbook for skill descriptions. Skill Points at Each Level: 4 + Int modifi er.
CLASS FEATURES
All of the following are class features of the temple raider prestige class.
Weapon and Armor Profi ciency: Temple raiders gain profi ciency with all simple weapons and with the rapier. In addition, they gain profi ciency with light and medium armor.
Spells per Day: A temple raider has the ability to cast a small number of divine spells. To cast a temple raider spell, a temple raider must have a Wisdom score of at least 10 + the spell’s level, so a temple raider with a Wisdom of 10 or lower cannot cast these spells. Temple raider bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the temple raider’s Wisdom modifi er. When the temple raider gets 0 spells per day of a given level (for instance, 1st-level spells for a 1st-level temple raider), he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The temple raider’s spell list appears below. A temple raider has access to any spell on the list and can freely choose which to prepare, just as a cleric. A temple raider prepares and casts spells just as a cleric does (though a temple raider cannot spontaneously cast cure or infl ict spells).
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.
Trapfi nding (Ex): Like rogues, temple raiders can use the Search skill to locate traps when the task has a Diffi culty Class higher than 20. They can also use the Disable Device skill to disarm magic traps.
A temple raider who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, fi gure out how it works, and bypass it (with her party) without disarming it. Trap Sense (Ex): A temple raider has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Refl ex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by an additional +1 every three levels above 1st (to +2 at 4th level, +3 at 7th, and +4 at 10th).
Sneak Attack (Ex): At 2nd level, a temple raider gains the
ability to sneak attack opponents. This functions identically
to the rogue’s sneak attack ability (see the Rogue section in Chapter 3 of the Player’s Handbook). At 2nd level, the temple raider’s extra damage on a successful sneak attack is +1d6, and this rises by +1d6 per three temple raider levels thereaf- ter. If he already has the sneak attack ability from a previous class, the damage bonuses stack.
Uncanny Dodge (Ex): At 3rd level, a temple raider gains the ability to react to danger before his senses would nor- mally allow him to do so. He retains his Dexterity modifi er to AC (if any) even if he is caught fl at-footed or struck by an invisible attacker. However, he still loses his Dexterity modifi er to AC if immobilized.
If a temple raider already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): A temple raider of 6th level or higher can no longer be fl anked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies an enemy the ability to sneak attack the temple raider by fl anking him, unless the attacker has at least four more rogue levels than the target has temple raider levels.
If a character already has uncanny dodge from a second class, the levels from the class(es) that grant uncanny dodge stack to determine the minimum rogue level required to fl ank the temple raider. For example, only a rogue of 17th level or higher could fl ank a 7th-level rogue/6th-level temple raider.
Skill Mastery (Ex): At 9th level, a temple raider becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intel- ligence modifi er. When making a skill check with one of these skills, he may take 10 even if stress and distraction would normally prevent him from doing so.
Luck Domain: At 10th-level, the luck of Olidammara rubs off on a temple raider, granting the character access to the Luck domain. He may use the domain’s granted power and adds the domain’s spells to his temple raider spell list (but not any other spell lists he might have). If he already has the Luck domain, he can use its granted power one additional time per day.
Temple Raider Spell List
Temple raiders choose their spells from the following list.
1st Level: detect law, detect secret doors, disguise self, invis-
ibility to undead, obscuring mist, protection from law.
2nd Level: augury, cat’s grace, darkvision, delay poison, invis-
ibility, lesser restoration, undetectable alignment.
3rd Level: locate object, magic circle against law, nondetection,
obscure object, remove curse, resist energy, see invisibility.
4th Level: air walk, confusion, death ward, freedom of move-
ment, neutralize poison, restoration, spell immunity.
In addition, 10th-level temple raiders add the 1st- through 4th-level spells from the Luck domain to their spell list.