Gatekeeper

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Many people claim that the elves walk ways unknown to mortals. They say that elven roads travel far from the fields we know, into other planes. Some even say that elves do not truly dwell in mortal lands at all. Elven forests and elven homes, according to this view, exist only as expressions of a deeper truth.

Gatekeepers know the truth. Like all elves, they are as much spirits as mortals. Unlike their brethren, they turn their back on the mundane world for the far reaches of space and time. They learn the secret ways and forgotten gates that lead into other worlds. They learn a hundred charms to reveal the paths between the stars. This lore leads them ever onward, until they finally find whatever they seek.

Each gatekeeper takes up the keys of the world for a reason. Some wander for love of wandering. Others search for magical or practical knowledge. A few walk the worlds searching for an answer to some great question. Regardless of the reason, the reality of the quest binds gatekeepers into a loose fellowship. They share a common bond formed of experience and need.

Any elf of sufficient knowledge may take up the way of the gatekeeper. Rogues and tricksters find its movement abilities particularly useful. Wizards and sorcerers of a specific bent have any number of uses for the ability to transport themselves quickly from plane to plane. There are even gatekeepers from the warrior professions, drawn by some great quest to the charms of opening and passage.

Role: Spell Utility

Characteristics: Planar knowledgeable casters with a variety of planar abilitiesof

Source: Quintessential Elf 2

Game Rule Information

The Gatekeeper has the following game statistics.

Abilities: Dexterity is needed for your ability to open locks, Charisma for your gatekeeper abilities and Intelligence for your skill points

Alignment: Any

Hit Die: d6

Starting Gold: N/A

Class Skills

The Gatekeeper's class skills are Balance (Dex), Concentration (Con), Craft (all skills, taken separately) (Int), Decipher Script (Int), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (arcana) (Int), Knowledge (planes) (Int), Listen (Wis), Open Lock (Dex), Perform (all skills, taken separately) (Cha), Profession (all skills, taken separately) (Wis), Ride (Dex), Search (Int) Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha), Use Rope (Dex), and Wilderness Lore (Wis)

Skill Points at 1st Level: (6 + Int modifier) × 4

Skill Points at Each Additional Level: 6 + Int modifier

Class Features

All of the following are class features of the Gatekeeper.

Weapon and Armor Proficiency: A Gatekeeper is proficient with whatever they were already proficient with prior to taking levels in this class.

Spells: Spells: The gatekeeper continues to gain spell power, albeit more slowly than other spellcasters do. At every even level (2nd, 4th, 6th, 8th and 10th), the gatekeeper gains new spells as though he had also gained a level in any one spellcasting class he belonged to before becoming a gatekeeper. He does not, however, gain any other benefit a character of that class would have gained.

Charms of Knowing Su: At 1st level the gatekeeper learns a hundred charms that reveal the passage of outsiders. He gains the ability to detect outsiders within 120 feet as a standard action, which must be maintained with a further standard action every round in order to maintain the detecting effect. He may also follow the trail they leave as if he were using a detect spell appropriate to the creature’s alignment.

Charms of Passage Sp: At 2nd level the gatekeeper learns 64 charms that speed travel. He gains +10 to his base movement rate and can run at five times normal speed rather than four (or six times if he has the Run feat). He may travel for 12 hours a day without having to make a forced march. If the gatekeeper has 10 or more ranks in Ride or Handle Animal, his mount will gain from this benefit as long as he is mounted upon it.

Charms of Opening Sp: Charms of Opening (Sp): At 4th level the gatekeeper learns 32 charms that remove barriers. The gatekeeper can spontaneously channel any 2nd level or higher spell he knows into a knock spell. If the gatekeeper has 10 or more ranks in Open Lock, he can always take 10 when attempting to open a lock. If the gatekeeper has 10 or more ranks in Disable Device he may always take 10 when attempting to disarm a trap. If the gatekeeper has 10 or more ranks in Wilderness Lore, he may ignore movement penalties (both overland and tactical) for obstructed terrain.

Charms of Sealing Sp: At 6th level the gatekeeper learns 16 charms that seal the path before his enemies. As a standard action he can target one creature within 60 feet. That creature must make a Will save (DC 10 + the gatekeeper’s Charisma modifier). If he fails, then his base movement is reduced to 5 feet. If the character wishes to, he may channel stored spell energy into the charm; this increases the DC of the Will save by an amount equal to the level of the spell expended. Only one spell may be expended in such a way per attempt. The movement reduction will last for a number of rounds equal to the gatekeeper’s character level.

Charms of Breaking Sp: At 8th level the gatekeeper learns eight charms that break the bindings of magic holding outsiders to a world. As a standard action he may target one outsider within 60 feet. The outsider must make a Will save (DC 10 + the gatekeeper’s Charisma modifier). If the target fails, it is immediately banished. The gatekeeper receives a +2 synergy bonus to the ability’s DC for each of the following he possesses: 10 or more ranks in Knowledge (arcana), Knowledge (the planes), Knowledge (religion), Spellcraft and the Magical Aptitude Feat.

Charms of Borders Sp: At 10th level the gatekeeper learns four charms that open gates to the other worlds. He can utter one as a full-round action to create a gate, as the spell, that lasts for a number of rounds equal to his Charisma modifier. The gatekeeper may only use this ability four times a day.