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[PrC] Watchers of the Gate
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<blockquote data-quote="RobNJ" data-source="post: 202257" data-attributes="member: 3617"><p>This is designed primarily as a bard class. It loses the Appraise, Pick</p><p>Pocket and (most importantly) Perform class skills, but gains skill points</p><p>per level.</p><p></p><p>The "supernaturally aligned" bit below has to do with my own house rules</p><p>on alignment. I can provide further explanation but I think the rule is</p><p>adequately explained in that paragraph.</p><p></p><p>Finally, I'm considering changing the +1 level spells per day so that yes,</p><p>they do gain spells cast and known per day +1, but not from whatever spell</p><p>list they already have access to. Instead I would provide an alternate</p><p>spell list.</p><p></p><p>Anyway, please, with the comments (specifically on balance):</p><p></p><p>[code][COLOR=burlywood]Watchers of the Gate </p><p>This is designed primarily as a bard class. It loses the Appraise, Pick</p><p>Pocket and (most importantly) Perform class skills, but gains skill points</p><p>per level.</p><p></p><p>The "supernaturally aligned" bit below has to do with my own house rules</p><p>on alignment. I can provide further explanation but I think the rule is</p><p>adequately explained in that paragraph.</p><p></p><p>Finally, I'm considering changing the +1 level spells per day so that yes,</p><p>they do gain spells cast and known per day +1, but not from whatever spell</p><p>list they already have access to. Instead I would provide an alternate</p><p>spell list.</p><p></p><p>Anyway, please, with the comments (specifically on balance):</p><p></p><p>Watchers of the Gate</p><p></p><p>Magic is a dirty word these days. Most people don't even remember why </p><p>anymore. They don't keep histories of the depredations of the Archmagi </p><p>Kings, or of the valiant struggle to free humanity from their clutches </p><p>and to drive them to the frozen north. What they also don't know--what </p><p>would be considered sacrilegious today--is that the Archmagi Kings were </p><p>the only thing standing in the way of the destruction and enslavement of </p><p>the real world. There are creatures beyond the world of farms and </p><p>blacksmiths and merchant caravans, beings of pure and unmitigated evil. </p><p> Beings so vast and terrible that to truly understand them is to be </p><p>insane. Unfortunately, they have not lost their interest in the world </p><p>just because the world has overthrown its magical overlords. Thus, </p><p>protection of the world's very existence has fallen to a loose college </p><p>of loremasters and adventurers, bold men and women equipped with the </p><p>right arcane and occult knowledge, and the courage to stand against the </p><p>assembled armies of pure evil, and hold them off. They are known as the </p><p>Gatekeepers.</p><p></p><p>Gatekeepers can be found in every city and most large towns--even those </p><p>of the Nation of Suhl, where they would be burned alive for their </p><p>knowledge alone, much less for practicing their vocation. Thus, in most </p><p>places where they are found, the Gatekeepers act in secret. Each </p><p>recruitment is fraught with danger, but the danger of not replacing </p><p>those soldiers of the cause who fall in their duty is even greater. </p><p></p><p>The Gatekeepers are made up of many different disciplines: there are </p><p>those that specialize in slaying fiends, those that are best at </p><p>manipulating dimensional energies, those that use the power of their god </p><p>to tip the scales in the struggle, and many others. One of the most </p><p>important niches to be filled in the organization is that of the </p><p>Watchers of the Gate. The Watchers are charged with traveling the </p><p>world, gathering and sharing lore, reporting spots that have been worn </p><p>thin from repeated crossings and, occasionally, directly battling an </p><p>incursion. Stealth, magic, knowledge and the blade are their tools; </p><p>their constant companion: the threat of destruction and, worse, </p><p>seduction.</p><p></p><p>Bards are the most likely candidates to become Watchers of the Gate, but </p><p>rogues, rangers and even some wizards are known. Clerics and paladins </p><p>are possible Watchers, but are more often used in other areas of the </p><p>Gatekeeper organization. Fighters, barbarians and, to a lesser extent, </p><p>druids, tend to be too focused on the real world to be likely Watchers </p><p>of the Gate.</p><p></p><p>Hit Die: d6</p><p></p><p>REQUIREMENTS</p><p> To qualify to become a Watcher of the Gate, a character must </p><p>fulfill all the following criteria.</p><p></p><p> Alignment: Non-evil. The Watchers exist to defeat fiends and, </p><p>while it is possible that evil beings might wish to defend the Prime </p><p>Material as well, the temptation of dealing with such dark forces is </p><p>considered by the Gatekeepers to be too much of a danger.</p><p> Base Attack Bonus: +4.</p><p> Feats: Iron Will.</p><p> Skills: Decipher Script 4 ranks, Knowledge (The Planes) 8 </p><p>ranks, Knowledge (arcana) 4 ranks and Gather Information 4 ranks.</p><p> Spells: The ability to cast 2nd level Abjuration spells.</p><p> Special: The character must have been to another plane besides </p><p>the Prime Material, and must have been recruited by The Gatekeepers into </p><p>the Watchers sect. The initiation into the order usually involves a </p><p>trip to the Gatekeepers' demiplane, ensuring that anyone the Gatekeepers </p><p>want doesn't have a problem with the first requirement.</p><p></p><p>CLASS SKILLS</p><p>The Watcher of the Gate's class skills (and the key ability for each </p><p>skill) are:</p><p> Str: Climb, Jump, Swim</p><p> Dex: Balance, Escape Artist, Hide, Move Silently, Tumble</p><p> Con: Concentration</p><p> Int: Alchemy, Craft, Decipher Script (exclusive skill), </p><p>Knowledge (all skills, taken individually), Scry (exclusive skill), </p><p>Speak Language, Spellcraft</p><p> Wis: Intuit Direction, Listen, Profession, Sense Motive</p><p> Cha: Bluff, Diplomacy, Disguise, Gather Information, Use Magic </p><p>Device</p><p></p><p>Skill points at each level: 6 + Int modifier.</p><p></p><p>CLASS FEATURES</p><p>All of the following are class features of the Watcher of the Gate.</p><p> Weapon and Armor Proficiency: Watchers of the Gate gain no </p><p>proficiency with any weapon or armor.</p><p> Detect Illusions (Ex): As part of his training, the Watcher of </p><p>the Gate learns to scrutinize his surroundings for telltale signs of the </p><p>deceptive magics that extraplanar hordes employ. If he spends a partial </p><p>action, he is entitled to a saving throw to disbelieve an illusion </p><p>without first interacting with it. Additionally, the Watcher gains a </p><p>+10 competence bonus on any Listen or Spot check to detect invisible </p><p>creatures.</p><p> Spells: A Watcher of the Gate continues training in whatever </p><p>magical pursuits she was involved in before being welcomed into the fold </p><p>of the Gatekeepers. Thus, when a new Watcher of the Gate level is </p><p>gained, the character gains new spells per day (and spells known, if </p><p>appropriate) as if she had also gained a level in a spellcasting class </p><p>she belonged to before adding the prestige class. She does not, </p><p>however, gain any other benefit of that class she would have gained </p><p>(metamagic or item creation feats, turning or rebuking undead, and so </p><p>on). This essentially means that she adds the level of Watcher of the </p><p>Gate to the level of some other spellcasting class the character has, </p><p>then determines spells per day and caster level accordingly. If a </p><p>character had more than one spellcasting class before she became a </p><p>Watcher of the Gate, she must decide to which class she adds each level </p><p>of Watcher of the Gate for purposes of determining spells per day (and </p><p>spells known, if appropriate) when she adds a new level.</p><p> Additionally, the following spells are added to the character's </p><p>spell list if she doesn't already have access to them. If the level for </p><p>a spell is already on her spell list, but at a different level, the </p><p>level provided here supercedes that given by the base class.</p><p> 1st level--magic weapon, protection from evil</p><p> 2nd level--detect thoughts, see invisibility</p><p> 3rd level--greater magic weapon, magic circle against evil</p><p> 4th level--break enchantment, dimensional anchor, discern lies, </p><p>dismissal, lesser planar ally, negative energy protection</p><p> 5th level--contact other plane, dispel evil, lesser planar </p><p>binding, plane shift</p><p> 6th level--banishment, planar ally, planar binding, true seeing</p><p> 7th level--ethereal jaunt, holy word</p><p> 8th level--etherealness, greater planar ally, greater planar </p><p>binding, holy aura</p><p> 9th level--astral projection, gate, imprisonment</p><p> Planar lore (Ex): Watchers of the Gate are the world's </p><p>preeminent experts on lore relating to The Planes. They have the </p><p>ability to know legends or information regarding anything related to The </p><p>Planes, just like a bard can with bardic knowledge. The Watcher of the </p><p>Gate adds his level and his Intelligence modifier to Knowledge checks as </p><p>per page 29 of the Player's Handbook in the description of bardic </p><p>knowledge. If he has bardic knowledge already, he adds his bard levels </p><p>to this check as well. However, levels in Watcher of the Gate may not </p><p>be added to general bardic knowledge rolls for things that do not relate </p><p>to The Planes.</p><p> Supernaturally aligned: Unlike most creatures in the Prime </p><p>Material Plane, Watchers of the Gate are supernaturally attuned to their </p><p>alignment. This means that spells that affect alignment affect them. </p><p>For example, a chaotic evil fighter is immune to the effects of </p><p>protection from evil but a lawful good Watcher of the Gate is detectable </p><p>using detect good, and so on.</p><p> Aura of Power (Su): The forces allied against evil imbue the </p><p>Watcher of the Gate with a mystical force that evil outsiders find </p><p>caustic. Beginning at 2nd level, when a Watcher of the Gate causes </p><p>damage to an evil outsider, she gains a +1 holy bonus to damage. This </p><p>works for melee and ranged attacks, and for spells that inflict damage. </p><p>When this ability is invoked, she gains an aura of a signature color and </p><p>shape (chosen when the ability is gained and unalterable unless she </p><p>changes alignment), usually of some animal or magical beast that is seen </p><p>as the essence of that Watcher's soul. Additionally, there is the </p><p>audible crackle and sizzle of energy and some signature scent fills the </p><p>air. This bonus increases to +2 at 6th level and +3 at 9th level. Use </p><p>of this ability automatically causes Hide checks to fail and imposes a </p><p>penalty of -5 times the bonus gained to Move Silently checks (for </p><p>example, a 9th level Watcher would suffer a -15 penalty to Move Silently </p><p>checks after using her Aura of Power). This ability can be suppressed, </p><p>but it is difficult. Doing so requires a Concentration check with a DC </p><p>of 20 for each successful attack.</p><p> Lesser Planar Sight (Ex): At 3rd level, the Watcher of the Gate </p><p>begins to feel the innate "wrongness" of outsiders as their natures come </p><p>into conflict with the Prime Material Plane. Watchers may Track </p><p>outsiders (as per the feat on pp. 85-86 of the Player's Handbook), </p><p>although the base DC is set by the Hit Dice of the outsider rather than </p><p>the condition of the ground. The more powerful the outsider, the easier </p><p>it is to follow the disruptions it causes in reality:</p><p></p><p>Hit Dice DC</p><p>Less than 5 20</p><p>5 to 9 15</p><p>10 to 14 10</p><p>15 or more 5</p><p></p><p> Immunity to Fear and Charm (Ex): At 6th level, the Watcher of </p><p>the Gate gains immunity to fear and charm spells and effects.</p><p> Greater Planar Sight (Ex): At 7th level, the Watcher of the </p><p>Gate is even more in tune with the vibrations of the real world, and the </p><p>ways in which visitors from other worlds can disrupt them. When a </p><p>Watcher passes within 5 feet of the site of entry or exit from the Prime </p><p>Material plane, he may make a Spot check to detect this fact.</p><p></p><p>Method of crossing Base DC</p><p>Spell, spell-like ability or supernatural ability used to tran-</p><p> sport a single creature 20</p><p>Spell (et al.) used to transport more than one creature or mag-</p><p> ic item used to transport one creature 15</p><p>Magic item used to transport more than one creature or artifact</p><p> used to transport one creature 10</p><p>Artifact used to transport more than one creature or permanent</p><p> portal used to transport any number of creatures 5</p><p></p><p>Conditions Modifier</p><p>Passage currently in use -15</p><p>Every year since passage was used -1</p><p></p><p> Greater Planar Lore (Ex): Beginning at 8th level, a Watcher of </p><p>the Gate may add twice her class levels to any lore roll involving evil </p><p>outsiders.</p><p> Outsider Apotheosis: At 10th level, a Watcher of the Gate </p><p>becomes a native outsider of the Prime Material Plane. His type changes </p><p>to Outsider and he becomes immune to spell effects which target </p><p>humanoids and to sleep spells and effects. Spells that prevent </p><p>outsiders from entering a space (magic circle against chaos or </p><p>protection from good) prevent the Watcher from entering as well. </p><p>Dismissal will not affect him, since the Prime Material is his "proper" </p><p>plane, but spells like banishment that affect outsiders, will.</p><p></p><p> Base Fort Ref Will</p><p>Level Attack Bonus Save Save Save Special</p><p>----- ------------ ---- ---- ---- -------</p><p>1 +0 +0 +2 +2 +1 level of existing</p><p> class, Detect illu-</p><p> sions, Planar lore, </p><p> Supernaturally aligned</p><p>2 +1 +0 +3 +3 +1 level of existing</p><p> class, +1 damage vs. </p><p> evil outsiders</p><p>3 +2 +1 +3 +3 +1 level of existing</p><p> class, Lesser planar </p><p> sight</p><p>4 +3 +1 +4 +4 +1 level of existing</p><p> class, Immunity to fear </p><p> and charm</p><p>5 +3 +1 +4 +4 +1 level of existing</p><p> class</p><p>6 +4 +2 +5 +5 +1 level of existing</p><p> class, +2 damage vs. </p><p> evil outsiders</p><p>7 +5 +2 +5 +5 +1 level of existing</p><p> class, Greater planar </p><p> sight</p><p>8 +6 +2 +6 +6 +1 level of existing</p><p> class, Greater planar </p><p> lore</p><p>9 +6 +3 +6 +6 +1 level of existing</p><p> class, +3 damage vs. </p><p> evil outsiders</p><p>10 +7 +3 +7 +7 +1 level of existing</p><p> class, Outsider </p><p> apotheosis[/code][/COLOR]</p></blockquote><p></p>
[QUOTE="RobNJ, post: 202257, member: 3617"] This is designed primarily as a bard class. It loses the Appraise, Pick Pocket and (most importantly) Perform class skills, but gains skill points per level. The "supernaturally aligned" bit below has to do with my own house rules on alignment. I can provide further explanation but I think the rule is adequately explained in that paragraph. Finally, I'm considering changing the +1 level spells per day so that yes, they do gain spells cast and known per day +1, but not from whatever spell list they already have access to. Instead I would provide an alternate spell list. Anyway, please, with the comments (specifically on balance): [code][COLOR=burlywood]Watchers of the Gate This is designed primarily as a bard class. It loses the Appraise, Pick Pocket and (most importantly) Perform class skills, but gains skill points per level. The "supernaturally aligned" bit below has to do with my own house rules on alignment. I can provide further explanation but I think the rule is adequately explained in that paragraph. Finally, I'm considering changing the +1 level spells per day so that yes, they do gain spells cast and known per day +1, but not from whatever spell list they already have access to. Instead I would provide an alternate spell list. Anyway, please, with the comments (specifically on balance): Watchers of the Gate Magic is a dirty word these days. Most people don't even remember why anymore. They don't keep histories of the depredations of the Archmagi Kings, or of the valiant struggle to free humanity from their clutches and to drive them to the frozen north. What they also don't know--what would be considered sacrilegious today--is that the Archmagi Kings were the only thing standing in the way of the destruction and enslavement of the real world. There are creatures beyond the world of farms and blacksmiths and merchant caravans, beings of pure and unmitigated evil. Beings so vast and terrible that to truly understand them is to be insane. Unfortunately, they have not lost their interest in the world just because the world has overthrown its magical overlords. Thus, protection of the world's very existence has fallen to a loose college of loremasters and adventurers, bold men and women equipped with the right arcane and occult knowledge, and the courage to stand against the assembled armies of pure evil, and hold them off. They are known as the Gatekeepers. Gatekeepers can be found in every city and most large towns--even those of the Nation of Suhl, where they would be burned alive for their knowledge alone, much less for practicing their vocation. Thus, in most places where they are found, the Gatekeepers act in secret. Each recruitment is fraught with danger, but the danger of not replacing those soldiers of the cause who fall in their duty is even greater. The Gatekeepers are made up of many different disciplines: there are those that specialize in slaying fiends, those that are best at manipulating dimensional energies, those that use the power of their god to tip the scales in the struggle, and many others. One of the most important niches to be filled in the organization is that of the Watchers of the Gate. The Watchers are charged with traveling the world, gathering and sharing lore, reporting spots that have been worn thin from repeated crossings and, occasionally, directly battling an incursion. Stealth, magic, knowledge and the blade are their tools; their constant companion: the threat of destruction and, worse, seduction. Bards are the most likely candidates to become Watchers of the Gate, but rogues, rangers and even some wizards are known. Clerics and paladins are possible Watchers, but are more often used in other areas of the Gatekeeper organization. Fighters, barbarians and, to a lesser extent, druids, tend to be too focused on the real world to be likely Watchers of the Gate. Hit Die: d6 REQUIREMENTS To qualify to become a Watcher of the Gate, a character must fulfill all the following criteria. Alignment: Non-evil. The Watchers exist to defeat fiends and, while it is possible that evil beings might wish to defend the Prime Material as well, the temptation of dealing with such dark forces is considered by the Gatekeepers to be too much of a danger. Base Attack Bonus: +4. Feats: Iron Will. Skills: Decipher Script 4 ranks, Knowledge (The Planes) 8 ranks, Knowledge (arcana) 4 ranks and Gather Information 4 ranks. Spells: The ability to cast 2nd level Abjuration spells. Special: The character must have been to another plane besides the Prime Material, and must have been recruited by The Gatekeepers into the Watchers sect. The initiation into the order usually involves a trip to the Gatekeepers' demiplane, ensuring that anyone the Gatekeepers want doesn't have a problem with the first requirement. CLASS SKILLS The Watcher of the Gate's class skills (and the key ability for each skill) are: Str: Climb, Jump, Swim Dex: Balance, Escape Artist, Hide, Move Silently, Tumble Con: Concentration Int: Alchemy, Craft, Decipher Script (exclusive skill), Knowledge (all skills, taken individually), Scry (exclusive skill), Speak Language, Spellcraft Wis: Intuit Direction, Listen, Profession, Sense Motive Cha: Bluff, Diplomacy, Disguise, Gather Information, Use Magic Device Skill points at each level: 6 + Int modifier. CLASS FEATURES All of the following are class features of the Watcher of the Gate. Weapon and Armor Proficiency: Watchers of the Gate gain no proficiency with any weapon or armor. Detect Illusions (Ex): As part of his training, the Watcher of the Gate learns to scrutinize his surroundings for telltale signs of the deceptive magics that extraplanar hordes employ. If he spends a partial action, he is entitled to a saving throw to disbelieve an illusion without first interacting with it. Additionally, the Watcher gains a +10 competence bonus on any Listen or Spot check to detect invisible creatures. Spells: A Watcher of the Gate continues training in whatever magical pursuits she was involved in before being welcomed into the fold of the Gatekeepers. Thus, when a new Watcher of the Gate level is gained, the character gains new spells per day (and spells known, if appropriate) as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit of that class she would have gained (metamagic or item creation feats, turning or rebuking undead, and so on). This essentially means that she adds the level of Watcher of the Gate to the level of some other spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one spellcasting class before she became a Watcher of the Gate, she must decide to which class she adds each level of Watcher of the Gate for purposes of determining spells per day (and spells known, if appropriate) when she adds a new level. Additionally, the following spells are added to the character's spell list if she doesn't already have access to them. If the level for a spell is already on her spell list, but at a different level, the level provided here supercedes that given by the base class. 1st level--magic weapon, protection from evil 2nd level--detect thoughts, see invisibility 3rd level--greater magic weapon, magic circle against evil 4th level--break enchantment, dimensional anchor, discern lies, dismissal, lesser planar ally, negative energy protection 5th level--contact other plane, dispel evil, lesser planar binding, plane shift 6th level--banishment, planar ally, planar binding, true seeing 7th level--ethereal jaunt, holy word 8th level--etherealness, greater planar ally, greater planar binding, holy aura 9th level--astral projection, gate, imprisonment Planar lore (Ex): Watchers of the Gate are the world's preeminent experts on lore relating to The Planes. They have the ability to know legends or information regarding anything related to The Planes, just like a bard can with bardic knowledge. The Watcher of the Gate adds his level and his Intelligence modifier to Knowledge checks as per page 29 of the Player's Handbook in the description of bardic knowledge. If he has bardic knowledge already, he adds his bard levels to this check as well. However, levels in Watcher of the Gate may not be added to general bardic knowledge rolls for things that do not relate to The Planes. Supernaturally aligned: Unlike most creatures in the Prime Material Plane, Watchers of the Gate are supernaturally attuned to their alignment. This means that spells that affect alignment affect them. For example, a chaotic evil fighter is immune to the effects of protection from evil but a lawful good Watcher of the Gate is detectable using detect good, and so on. Aura of Power (Su): The forces allied against evil imbue the Watcher of the Gate with a mystical force that evil outsiders find caustic. Beginning at 2nd level, when a Watcher of the Gate causes damage to an evil outsider, she gains a +1 holy bonus to damage. This works for melee and ranged attacks, and for spells that inflict damage. When this ability is invoked, she gains an aura of a signature color and shape (chosen when the ability is gained and unalterable unless she changes alignment), usually of some animal or magical beast that is seen as the essence of that Watcher's soul. Additionally, there is the audible crackle and sizzle of energy and some signature scent fills the air. This bonus increases to +2 at 6th level and +3 at 9th level. Use of this ability automatically causes Hide checks to fail and imposes a penalty of -5 times the bonus gained to Move Silently checks (for example, a 9th level Watcher would suffer a -15 penalty to Move Silently checks after using her Aura of Power). This ability can be suppressed, but it is difficult. Doing so requires a Concentration check with a DC of 20 for each successful attack. Lesser Planar Sight (Ex): At 3rd level, the Watcher of the Gate begins to feel the innate "wrongness" of outsiders as their natures come into conflict with the Prime Material Plane. Watchers may Track outsiders (as per the feat on pp. 85-86 of the Player's Handbook), although the base DC is set by the Hit Dice of the outsider rather than the condition of the ground. The more powerful the outsider, the easier it is to follow the disruptions it causes in reality: Hit Dice DC Less than 5 20 5 to 9 15 10 to 14 10 15 or more 5 Immunity to Fear and Charm (Ex): At 6th level, the Watcher of the Gate gains immunity to fear and charm spells and effects. Greater Planar Sight (Ex): At 7th level, the Watcher of the Gate is even more in tune with the vibrations of the real world, and the ways in which visitors from other worlds can disrupt them. When a Watcher passes within 5 feet of the site of entry or exit from the Prime Material plane, he may make a Spot check to detect this fact. Method of crossing Base DC Spell, spell-like ability or supernatural ability used to tran- sport a single creature 20 Spell (et al.) used to transport more than one creature or mag- ic item used to transport one creature 15 Magic item used to transport more than one creature or artifact used to transport one creature 10 Artifact used to transport more than one creature or permanent portal used to transport any number of creatures 5 Conditions Modifier Passage currently in use -15 Every year since passage was used -1 Greater Planar Lore (Ex): Beginning at 8th level, a Watcher of the Gate may add twice her class levels to any lore roll involving evil outsiders. Outsider Apotheosis: At 10th level, a Watcher of the Gate becomes a native outsider of the Prime Material Plane. His type changes to Outsider and he becomes immune to spell effects which target humanoids and to sleep spells and effects. Spells that prevent outsiders from entering a space (magic circle against chaos or protection from good) prevent the Watcher from entering as well. Dismissal will not affect him, since the Prime Material is his "proper" plane, but spells like banishment that affect outsiders, will. Base Fort Ref Will Level Attack Bonus Save Save Save Special ----- ------------ ---- ---- ---- ------- 1 +0 +0 +2 +2 +1 level of existing class, Detect illu- sions, Planar lore, Supernaturally aligned 2 +1 +0 +3 +3 +1 level of existing class, +1 damage vs. evil outsiders 3 +2 +1 +3 +3 +1 level of existing class, Lesser planar sight 4 +3 +1 +4 +4 +1 level of existing class, Immunity to fear and charm 5 +3 +1 +4 +4 +1 level of existing class 6 +4 +2 +5 +5 +1 level of existing class, +2 damage vs. evil outsiders 7 +5 +2 +5 +5 +1 level of existing class, Greater planar sight 8 +6 +2 +6 +6 +1 level of existing class, Greater planar lore 9 +6 +3 +6 +6 +1 level of existing class, +3 damage vs. evil outsiders 10 +7 +3 +7 +7 +1 level of existing class, Outsider apotheosis[/code][/COLOR] [/QUOTE]
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[PrC] Watchers of the Gate
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