Doomguide

This is the doomguide prestige class as agreed upon by my DM and myself.

In a world filled with wise outsiders and magical divinations, there's little question about wat happens to a being's souk after death. Perhaps surprisingly, this knowledge has done little to assuage the fears of the people of Faerun, who remain frightened that some demon might carry off their spirits while in transit to the Fugue Plane. Worse, many fear that their bodies will be unearthed and animated by the kind of debased death-obsessed spellcasters who seem common since the fall of Myrkul during the Time of Troubles.

Those who worry about life after death turn to the doomguides of Kelemvor, an elite order of sellcasting worriors in service to the Judge of the Damned, to answer their fears with promises of a painless transition and a fair judgement in the afterlife. When not administerng to the needs of those about to die, doomguides halt the spread of necromancy by cleansing Faerun to the taint of unlife through careful application of faith, spell and bladecraft. As both compassionate undertakers and vigorous foesof the undead, doomguides represent the inherit dualism in the Realms. Doomguides come xclusively from the ranks of Kelemvor's clergy.

The church teems with clerics who adhere to one side of the death equation over the other. On oneside are those who prefer to usher the sick and dying into the next world through peaceful application of kind words and soothing spells. The contrasting philosophy is practiced by those who zealously thrust their maces into the ribcages of animate skeletons and view bedside ministry as a necessary but occational boring interlude between battles against undead adversaries. A doomguide must balance between these two extremes. Further, doomguides serve the chruch in a less obvious way, often act as couriers from one temple to another. Selsom attached to a particulary temple, doomguides are expected to travel the world, spreading theword of Kelemvor and the lessons o a peaceful, beautiful afterlife across all Faerun.

While all doomguides are clerics of Kelemvor to some extent, some train as fighters to better destroy undead, some are wizards or sorcerers trying to undermine necromancy from the arcane side of the problem. Few rogues or monks become doomguides, and religion and alignment prevent barbarians, bards, druids, paladins or rangers from becomming doomguides.

Doomguides often lead bands of adventurers to clear out enclaves of undead or punish a particular powerful or vile necromancer. Occationally, thet officiate at important funerals or provide life-restoring magic to those who have served the church in the past and still have important work to conduct in this world. The requirement for travel makes encounterng a doomguide in the wilderness nearly as likely as encountering one in more urban surroundings.

Requirements:

Alignment: Lawful neutral
Base save bonus: Will +4
Skills: Diplomacy 5 ranks, knowledge (planes) 5 ranks
Feats: Extra turning, great fortitude
Spells: Ability to cast "speak with dead" as a divine spell.
Patron: Kelemvor
Special: The character must have destroyed an undead of at least 5 HD, whether by using weapons, spells or positive energy. He does not need to have done this alone.
The character must be proficient with the scythe.

Hit Dice: d6

CLASS SKILLS

Concentration, craft, diplomacy, heal, knowledge(arcana), knowledge(religion), knowledge(nature), knowledge(planes), profession, scry, spellcraft.

Skill points at each level: 2 + int mod.

SPELLS

Level Base attack progression Fortitude Reflex Will Special Spells
1 +0 +2 +0 +2 Kelemvor's boon, Rite of the passing +1 level of divine spellcasting class
2 +1 +3 +0 +3 Converse with dead +1 level of divine spellcasting class
3 +2 +3 +1 +3 Bonus feat +1 level of divine spellcasting class
4 +3 +4 +1 +4 Save bonus +1 level of divine spellcasting class
5 +3 +4 +1 +4 Bond of Fatal touch (ghost touch) +1 level of divine spellcasting class
6 +4 +5 +2 +5 Bonus feat +1 level of divine spellcasting class
7 +5 +5 +2 +5 Bond of Fatal touch (undead bane) +1 level of divine spellcasting class
8 +6 +6 +2 +6 Save bonus, ethernal purge +1 level of divine spellcasting class
9 +6 +6 +3 +6 Bond of Fatal Touch (disruption) +1 level of divine spellcasting class
10 +7 +7 +3 +7 Bonus feat, Kelemvor's grace +1 level of divine spellcasting class

CLASS FEATURES

Weapon and armor proficiency:
A doomguide gains no weapon or armor profiencies.
Spells per day:
At each doomguide level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige level. Standard blah-blah about how a doomguide dont get better at turning undead or other stuff which was gained in his other classes. However, there is Kelemvor's Boon described below.
Kelemvor's Boon:
By the grace of the Lord of the Dead, doomguides add their doomguide class levels to their cleric levels for purposes of turning or destroying undead, both for the initial turning check and the turning damage roll.
Rite of the passing (Su):
As a standard action, a doomguide may touch a corpse to protect it from those who seek to animate it. A dead creature for whom the ritual has been performed may not be animated in any way except the direct intervention of a deity. A doomguide may perform the rite of the passimng upon one creature per doomguide leve per day. Corpses of creatures with four or more HD than the doomguide are immune to the ritual.
Converse with Dead (Ex):
Beginning at 2nd level, the doomguide's study of the process of death has granted him the guile and understanding to coax additional information from corpses when using the "Speak with dead" spell. Instead of the usual one question per two caster levels, doomguides may ask one question per caster level.
Bonus feat:
At 3rd, 6th and 10th level, a doomguide may select a bonus feat from the following list: Divine vengeance, Empower turning, extra turning, heighten turning and quicken turning.
Save bonus (ex):
At 4th level, doomguides get a +4 bonus on saving throws agaist death effects and t saving throws to overcome anegative level. Upon reaching 8th level, a doomguide always makes his
saving throw to overcome a negative level.
Bond of Fatal Touch (Su):
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 links to Fatal Touch, Kelemvor's powerfull scythe. These links manifest in the form of a pale green nimbus around a weapon, representing the abilty of the doomguide to increase the power of the weapon he weilds. The aility lasts for 1 round each time it is used abd 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 weilded by a doomguided 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 blufgeoning weapons. The weapons normal abilities still applies.
Etheral purge (sp):
At 8th leve, 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 etheral creatures in the area to manifest on or shift themselves to the material plane, as appropriate. For example, it forces ghosts to manifest and ethernal etheral filchers or creatures using the etheral jaunt spell are forced into material plane. Such creatures may attempt a will save (dc 10 + half doomguide'sclass bonus + doomguide's wisdom bonus) to resist this effect. Those who fail suffer the above effects and are prevented from returning to the etheral plane for 1 minute per class level.
Kelemvor's grace (su):
At 10th level a doomguide gains complete immunity to energy rain and death effects. Furthermoe , 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.

Changes to the original doomguide

This prestige class has been altered to better fit the world, in which the game is played. The following has been changes: