SC - Nightguide - N'Asu

Nightguides - N'Asu
Specialty Cleric of Edus
Overview: N’Asu is the God of the Dead. He is who sits in Judgement. He is the Boatman who collects souls. He is the Keeper of the Dead. N’Asu’s Portfolio is centered on the Dead, but not undeath. Undead and those that propagate the taking of souls from N’Asu’s collection are paramount enemies of the god and his followers.

The specialty priest of N'Asu. Often times Funeral priests and city crypt maintainers. The priests of N’Asu are called "Nightguides". Often appearing as quiet, reserved, dour and even aloof. But their attitude is mainly part of their dogma. All priests and paladins of N’Asu stop at nothing to put down the undead, and send their souls to N’Asu for judgment. Those who see undead or are afraid of their existence pray to N’Asu for protection.

Dogma:
Guide all those who seek an end, to their end. Judgement Comes to all, and it is the Nightguides that help them reach their judgement of N'Asu.
Emotion is removed from all clerics of N'Asu, and their dour, stoic demeanor is solace for those grieving.

Day-To-Day-Activites:
The clerics of N'Asu are the custodians of the dead. They handle all dead within cities. The Nightguides maintain and work the morgue. Anytime a ceremony for death is needed, the Nightguides handle the task with their silent, stoic actions.
When not working with in the morgue, Nightguides walk the streets at night and seek to find lost bodies, expired but in need to final rest. Also, Nightguides work with the Priests and priestesses of Keylis to aid in healing of those still alive. Nightguides also seek places of Plague and disease. Nightguides working with disease often wear pointed nose plague doctor masks filled with herbs and smoking plants.
Nightguides will often,(with the Church's approval), will join an adventuring group, as their cleric to prevent their untimely demise. Also they seek to help in putting the dead the adventurers come across to their rightful rest.


Nightguides
Alignment: N, neutral Good, Lawful Neutral
Favored Weapon: Scythe or Morningstar
Weapons Allowed: Any Cleric
Bonus NWP: Knowledge Planes (INT), Knowledge Religion (Wis)
Spheres:
Maj=Wards, Necromancy, Healing, Light
Min=Protection, Combat, Creation, Sun, Creation
Barred=
Prime Requisite: Wis
Req. Profs: Religion, Spellcraft

Race Requirements/barring: none
Special Powers granted: See below
Spell like abilities: See below
Turn Ability: As Cleric +2

Restrictions:
  • Any dead or dying must be attended to.
  • Undead shall not be let live. A plague upon the living.
  • Any funerary ritual shall be hosted by Nightguides. Burial of the body is also handled by those of N'Asu.
  • Priests or followers of Zzsiulb must be destroyed.
  • Attend to diseased or dying people. Let the other priests attend to the living.
  • Adventurers find undead. Joining a party will help promote N'Asu.
  Abilities:
  • Nightguides turn undead at 2 levels higher than a normal cleric of the same level. They can also
  • Can affect twice the amount of zombies and skeletons when turning or destroying undead.
  • Nightguides gain a +1 on their saving throws vs. death magic.
  • Nightguides can cast Feign Death 1/day
  • Nightguides gain a bonus +1 to hit and to damage when dealing with undead. This increases by 1 for every 4 levels.
  • Starting at 1st level, Nightguides Can detect undead. 10yards/level and can get a general gist of the type of undead. This power increases range and detail as the Nightguide rises in level. 20yards and rough number of at level 2, 30yards range and more accurate number, etc.
  • At 3rd level, The Nightguide can cast Shield of Faith on command 1/day. This increases every three levels.
  • At 5th level, The Nightguide gains the ability to cancel any damage reduction done to undead, and this aura applies to anyone within 10' of the Nightguide. Bladed and piercing weapons will do full damage and criticals will do max damage to undead.
  • At 6th level , the Nightguide gains an aura of calm, magically soothing torment and the dying. Within 10' of the Nightguide, the effects of poison, dying or disease is nullified.
  • At 7th level, the Nightguide can cast Chilling Scythe 1/day per level.
  • At 9th level, the Nightguide can cast N'Asu's Spectral Steed for 16hours, 1/day.
  • At 10th level can attack with a "Judgement Smite". Their BtH equals their level, and damage is max. The may add a piety point
  • At 15th level, Nightguides can summon a minor death to fight for them. A minor death appears as a skeleton wearing a robe and wielding a scythe. A minor death can be summoned once per tenday. The summoned minor death fights obediently for 10 rounds (1 turn) or until the fight is over, whichever comes first, and then disappears. If the minor death disappears before killing its opponent, another minor death cannot be summoned until the Nightguide burns special incense (costing 1,000 gp or more) on a consecrated altar in a temple to N'Asu. Characters slain by a minor death can be raised again.

    Minor Death (1)
    BtH: +4
    *AT 1
    Dmg 2d8+4 (scythe)
    AC 24
    HD 8
    hp 33
    MV 18
    SA automatic initiative
    SD Cannot be disarmed
    immune to cold, fire, poison, and electricity damage, sleep spells, and all enchantment/charm spells(as if an undead creature)
    cannot be turned
    SZ M (6 feet)
    INTaverage (10)
    AL N
    ML fearless (20)
    XP 5,000
 
Chilling Scythe (Evocation, Necromancy)
Sphere: Combat, Necromantic
Range: 0
Components: V,S,M
Duration: 1 round/level
Casting Time: 5
Area of Effect: One scythe
Saving Throw:None
This spell creates an oversized but weightless scythe that can be wielded by any living creature either as a tool or as weapon. The scythe appears in the hands of the Nightguide, but may be given to another to be wielded. The scythe is a two-handed, 7-foot-long device that is a +2 enchanted weapon, dealing 2d4+2 points of piercing and slashing (Type P/S) physical damage plus chilling for a further 1d4 points of damage (no saving throw).
This chilling damage is caused by draining of life force, not by cold; however, the damage is not permanent as most types of life-force drain are, and it can be healed as normal. A chilling scythe has a speed factor of 5. Its dweomer enables its wielder to use it with no nonproficiency penalties. If a chilling scythe even touches an undead creature it deals the undead being 4d6 points of damage and hurls it helplessly 20 feet away from the scythe. The undead creature cannot advance again until the next round even if this repulsion is brought up short by the creature impacting a barrier before the full distance is traversed.
The material component for this spell is a fragment of bone.
   
Spectral Steed
3rd level
Sphere: Conjuration
Range: 0
Components: S,M (Onyx dust worth 50 gp, which the spell consumes)
Duration: Instant
Casting Time: 8
Area of Effect: next to caster
Saving Throw:None
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it.
Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. The steed has the statistics of the chosen form, though it is an incorporeal undead creature instead of its normal type, and gains the Incorporeal Movement trait, although it cannot use it while mounted. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with it telepathically. You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.


 

Nightguide Nikolai Crowvoski


Nightguide Roland of Regna


Type
Religious, Other

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