Doomguide
Doomguide
PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.
Doomguides are devoted clerics and paladins of Kelemvor whom they serve, along with the people of Faerûn, by helping mortals deal with their fears of death and existence after the fact. In order to help combat these fears (many of which are tied to the works of necromancers) Doomguides also serve as elite divine spellcasters who seek out necromancers and their undead servitors to destroy them and bring a measure of peace to the world.
While important as hunters of the undead, for Doomguides this is merely a secondary role they take up when necessary and all Doomguides understand the need to both lay the undead to rest and comfort the living, regardless of their personal preferences. The primary duties of Doomguides remain the consolation of the dying, the dead, and those whom they have left behind to grieve for them. Most Doomguides are compassionate undertakers and find meaning in comforting the dying and the families of the deceased. In this strange duality, as bringers of peace to those who are dying and merciless foes of the undead, Doomguides are reflective of death itself
Requirements
To qualify to become a Doomguide, the character must fulfill the following criteria.
- Alignment: Any Lawful
- Skills: Diplomacy 5 ranks
- Feats: Extra Turning, Great Fortitude, Judicator of the Damned (DM awarded feat)
- Spellcasting: Able to cast 3rd level divine spells
- Special: Must worship Kelemvor as a deity
Class Skills
The class skills of the Doomguide are:
- Concentration
- Craft: Alchemy, Armorsmithing, Jewlewcrafting, Tailoring and Leatherwork, Weaponsmithing, Woodworking
- Diplomacy
- Heal
- Knowldege: Arcana, Nature, Planes
- Profession: Woodcutter, Fisher
- Lore
- Spellcraft
Class Features
Base Attack Bonus Progression: High
Skill Points at Each Level: 2 + Int modifier
Hit Dice: D6
High Saves: Will
Weapon and Armor Proficiency: The Stormlord gains no new proficiencies for weapons or armor.
Spells Per Day/Spells Known: When a new Doomguide level is gained, the character gains new spells per day as though he had gained a level in whatever divine spellcasting class gave him access to 3rd-level divine spells. If the character has more than one applicable divine spellcasting class, he must pick one to improve.
Kelemvor's Boon: By the grace of the Lord of the Dead, Doomguides add their class level and cleric levels for the purposes of Turning Undead .
Bonus Feats: At level 2, the Doomguide gain Improved Turning, at level 3 he gains Extra Turning II, at level 6 he gains Divine Vengeance, and at level 10 he gains Empower Turning and Extra Turning III.
Save Bonus: At the 4th level, a Doomguide adds +4 on saves on death effects and to overcome negative effects. Upon reaching 8th level, a Doomguide always makes his save to overcome a negative level.
Bond of Fatal Touch: The Doomguide's devotion to Kelemvor and dedication to the teachings of the Lord of the Crystal Spire has helped him to establish a certain supernatural link to Fatal Touch, Kelemvor's powerful Bastard Sword. These links manifest in the form of a pale green nimbus around a weapon, representing the ability of the Doomguide to increase the power of the weapon he wields. The ability lasts for 1 round each time it is used and can be invoked as a free action a number of times per day equal to the Doomguide's charisma bonus (minimum 1). A Doomguide must decide to use the ability before attacking and if the attack misses that use is wasted. At 5th level the bond grants wielded weapons the ghost touch property. At 7th level weapons wielded by a Doomguide gain both ghost touch and undead bane properties. At 9th level wielded weapons gain the ghost touch, undead bane and disruption properties even if they are not bludgeoning weapons. The weapons normal abilities still applies.
Ethereal Purge: Once per day the Doomguide may surround himself with a sphere of power with a radius of 5 feet per class level that forces all ethereal creatures in the area to manifest on or shift themselves to the material plane, as appropriate. For example, it forces ghosts to manifest and ethereal creatures are forced into material plane. Such creatures may attempt a will save (dc 10 + 1/2 Doomguide's Class level + Doomguide's Wisdom bonus) to resist this effect. Those who fail suffer the above effects and are prevented from returning to the ethereal plane for 1 minute per class level.
Kelemvor's Grace: A Doomguide gains complete immunity to energy drain and death effects. Furthermore, allies within 10 feet of him gain a +4 bonus on saving throws against death effects and to saving throws to overcome a negative level.