Making an Keeper of the border
Keeper of the border are altar girls of the Shinto religion. They undergo various rites of purity and chastity, and undergo various forms of physical and mental training They also practice sealing and purification rituals, which are highly form-based and symbolic, and are used to bless, purify, or exorcise evil spirits.
Abilities: Charisma is important for both casting and being cute. Dex is also required for throwing charms.
Races: A Guardian of the border must be a female and must have been human at least in some point of her life.
Alignment: Guardians of the border are rarely evil, but can be of any alignment.
Starting Age: Tennager
|Level||Base Attack Bonus||Fortitude||Will||Reflex||Special|
|4||+2||+1||+1||+4||Advanced Learning,Smiting Spell+1|
|9||+4||+3||+3||+6||Supernatural Power,Yin-Yang Orb|
|10||+5||+3||+3||+7||Throw Charm+1,Advanced Learning|
|14||+7/+2||+4||+4||+9||Yin-Yang Orb, Advanced Learning|
|16||+8/+3||+5||+5||+10||Smiting Spell+1, Throw Charm+1|
|18||+9/+4||+6||+6||+11||Supernatural Powe,Advanced Learning|
|20||+10/+5||+6||+6||+12||Fantasy Heaven,Smiting Spell+1,Yin-Yang Orb|
Class Skills 2 + Int modifier per level
Concentration(Con), Knowledge: Religion(Int), Knowledge: Nature(Int), Knowledge: The Planes(Int), Knowledge: Arcane(Int), Spellcraft, Craft, Sense Motive(Wis), Diplomacy(Cha), Lucid Dreaming(wis), Control Shape(Con) .
All of the following are class features of the Keeper of the border:
Weapon and Armor Proficiency: The Keeper of the border is proficient with light armor and all simple weapons, but not with shields.
Spells: A Keeper of the border casts spells spontaneously from her list as a sorcerer, using charisma for both bonus spells, highest spell known and spell DC, however these spells are divine spells. Keeper of the Border Knows all spells on her spell list, however this one is small. Her spells per day are based on the
Smiting Spell (Su): Starting at first level, you can as a free action once per day add your class level + Charisma modifier to a spell dealing HP damage. This effect only works on Undead, Evil-aligned Fey and creatures with the Evil subtype. This effect only happens once in case of effects with duration. You gain an additional usage of this ability on levels 4, 8, 12, 16 and 20 to a total of 6/day.
Divine Grace (Su):As a Paladin, even on the same lv!
Throw Charm (Ex): Starting at 3th level, a Keeper of the border can throw a charm with a range increment of 30ft as a ranged attack, dealing 1d6 + Charisma bonus subdual damage on a hit,this damage can be made holy at the players choice,the player must declare if he is doing a holy or a subdual atack before throwing a charm. This damage increases by 1d6 every four levels, henceforth. This attack ignores any miss chance due to incorporeality. It also counts as Good for a good alligned character or evil for an evil alligned character (A neutral character upon taking this ability decides wich version he wants) for the purpose of passing damage reduction of some creatures.
Throwing a charm is a standar action. A charm must be crafted with ink and paper DC 5. Drawing a charm counts as ammunition.
Advanced Learning> (Ex): Starting at 4th level, a Keeper of the border can add a spell to her list of spells known. This spell cannot have the Evil or Death subtype and must be of the school of Abjuration, Evocation or Divination.On levels 9, 14 ,17 and 18 the Keeper's may add another speell under the same rules..
Supernatural Power (Su): At level 9, A Keeper spiritual spellpower have advanced enough that one of her spells with a duration of 1 hour per level can be activated as a Supernatural ability with a duration of 24 hours 1/day. She can choose any power of 5th level or lower. She gains another Supernatural Power at level 18.
Yin-Yang Orb (Ex): This is a physical object owned by the Keeper. Starting at lv 5 this orb floats and attacks independently with Magic Missiles(CL 1) on players's turn, targeting the closest enemy On levels 9, 14 ,17 and 20 the keeper Gains aditional orbs. The orbs are indestructible as if made of force, they always follow the keeper's movement. Each orb have 30 inchs in circunference and does not ocopy space and they simply float around. For terms of spell resistence, consider the force missile having the keeper's CL. If a Ying-Yang is destroyed, it is reformed near the keeper after 24h.
Bomb (Su): Starting at level 7, as an immediate action the Keeper may spend one of her bombs to gain total cover from any spell, spell-like or supernatural effect for 1 full round. This ability ends at the beggining of your next turn. She also deals 1d6 point of sacred damage per Character Level, on a 30ft radius Burst to all non-ally creatures.A keeper A keeper may attempt to bomb a number of times per day equal to 3 + his Charisma modifier. A bomber with 5 or more ranks in LucidDreaming gets a +2 bonus on Bombs effective level.
Timeless Beauty (Ex): At 11th level, a Keeper of the border Becomes an outsider of its respective alligment(good vs Evil).
Fantasy Heaven: (Su): Starting at lv 20 once per day, as an immediate action, you can enter a special state where you become incorporeal, all your Charm attacks become touch attacks, and you may take 15 on rolls. You can also choose to cast any spell on your list as a swift action. This effect lasts for three rounds.
0— Detect Magic, Guidance, Purify Food and Drink,, Know Direction, Disrupt Undead
1st— Alarm, Hold Portal, Protection from Chaos/Evil, Detect Undead, True Strike, Magic Missile, Bless Weapon, Divine Favor, Entropic Shield, Feather Fall, Expeditious Retreat
2nd— See Invisibility, Shatter, Augury, Cat's Grace, Eagle's Splendor, Gentle Repose, Lesser Restoration, Heroism, Tongues, Whispering Wind, Arcane Lock, Protection From Arrows
3rd— Discern Lies, Death Ward, Dispel Magic, Haste, Arcane Sight, Daylight, Magic Circle Against Chaos/Evil, Searing Light, Glyph of Warding
4th— Freedom of Movement, Dimensional Anchor, Dismissal, Divination, Shout, Resilient Sphere, Lesser Globe of Invulnerability,Holy Smite,Restoration, Detect Scrying, locate creature, Fly
5th— Overland Flight, Break Enchantment, Commune, greater dispel magic, Hallow,True Seeing, Permanency, Flame Strike, Greater Heroism, Telepathic Bond, Wall of Force, Spell Turning, atonement,Teleport
6th— Banishment, Greater Glyph of Warding, Repulsion, Globe of Invulnerability, geas/quest, True Seeing, Chain Lightning, Antimagic Field, Legend Lore
7th— Arcane Sight, Greater, Prismatic Spray, Control Weather, Greater Restoration, Spell Turning, Holy Word, Forcecage
8th—: Moment of Prescience, Mind Blank, Holy Aura, Sunburst,Storm of Vengeance
9th— Miracle, Prismatic Sphere, Foresight, Mage's Disjunction, Meteor Swarm