Temple Raider
Complete Divine, p. 67
The temple raiders are an elite cadre of thieves who worship a god of rogues and specialize in stealing valuables and secret lore from the temples of other deities.
Requirements
- BAB
- +5
- Alignment
- Any chaotic
- Skills
- Disable Device 4 ranks, Knowledge (religion) 1 ranks, Open Lock 4 ranks, Search 8 ranks
- Special
- The character must worship a god of rogues and be invited to join the ranks of the temple raiders by at least three current members of that prestige class.
Hit die: d6
Class skills
Appraise, Climb, Craft, Decipher Script, Disable Device, Hide, Jump, Knowledge (religion), Listen, Move Silently, Open Lock, Search, Spot, Tumble, Use Magic Device, Use Rope
Skill points: 4 + Int
Advancement
| Level | BAB | Fort | Ref | Will | Special | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +0 | +0 | +2 | +2 | Trap sense +1, Trapfinding | 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 | Trap sense +4, Luck domain | 2 | 2 | 2 | 1 |
Class features
Weapon and armor proficiency
Temple raiders gain proficiency with all simple weapons and with the rapier. In addition, they gain proficiency 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 modifier. When the temple raider gets 0 spells per day of a given level (for instance, 1st-level spells for a 1st-level temple raider), they gain only the bonus spells they would be entitled to based on their Wisdom score for that spell level. The temple raider’s spell list appears on page 68 of Complete Divine. 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 inflict spells).
A temple raider must spend 1 hour each night in quiet contemplation and supplication to regain their daily allotment of spells. Time spent resting has no effect on whether they can prepare spells.
Trapfinding
(Ex) Extraordinary ability
Like rogues, temple raiders can use the Search skill to locate traps when the task has a Difficulty 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, figure out how it works, and bypass it (with their party) without disarming it.
Trap sense
(Ex) Extraordinary ability
A temple raider has an intuitive sense that alerts them to danger from traps, giving them a +1 bonus on Reflex 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) Extraordinary ability
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 thereafter. If they already have the sneak attack ability from a previous class, the damage bonuses stack.
Uncanny dodge
(Ex) Extraordinary ability
At 3rd level, a temple raider gains the ability to react to danger before their senses would normally allow them to do so. He retains their Dexterity modifier to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity modifier to AC if immobilized.
If a temple raider already has uncanny dodge from a different class, they automatically gain improved uncanny dodge (see below) instead.
Improved uncanny dodge
(Ex) Extraordinary ability
A temple raider of 6th level or higher can no longer be flanked; they can react to opponents on opposite sides of them as easily as they can react to a single attacker. This defense denies an enemy the ability to sneak attack the temple raider by flanking them, 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 flank the temple raider. For example, only a rogue of 17th level or higher could flank a 7th-level rogue/6th-level temple raider.
Skill mastery
(Ex) Extraordinary ability
At 9th level, a temple raider becomes so certain in the use of certain skills that they can use them reliably even under adverse conditions. Upon gaining this ability, they select a number of skills equal to 3 + their Intelligence modifier. When making a skill check with one of these skills, they may take 10 even if stress and distraction would normally prevent them from doing so.
Luck domain
At 10th-level, the luck of their god rubs off on a temple raider, granting the character access to the Luck domain. They may use the domain’s granted power and add the domain’s spells to their temple raider spell list (but not any other spell lists they might have). If they already have the Luck domain, they can use its granted power one additional time per day.