I hope this goes here, and I'm having trouble with the tables.
I was reading this thread, a while back and it gave me this idea.
Guardians of the Multiuniverse
Small Outsider (Extraplanar, Good) Hit Dice: 20d8+100 (190 hp) Initiative: +5 Speed: 40ft, fly 50ft (good) Armor Class: 31 (+1 size, +5 Dex, +15 natural), touch 16, flat-footed 26 Base Attack/Grapple: +20/+21 Attack: Slam +26 (1d4+5) Full Attack: 2 Slam +26 (1d4+5) Space/Reach: 5ft/5ft Special Attacks: Green Blast, Smite Evil, Spells Special Qualities: Damage Reduction 15/Evil, Dark Vision 60ft, Low-Light Vision, Spell Resistance 31, Tongues Saves: Fort. +17, Ref. +17, Will +22 Abilities: Str 20, Dex 20, Con 20, Int 26, Wis 26, Cha 26 Skills: Balance +28, Concentration +28, Diplomacy +31, Gather Information +31, Handle Animal +31, Intimidate +31, Knowledge (arcana) +31, Knowledge (history) +31, Knowledge (religion) +31, Knowledge (the planes) +31, Listen +31, Search +31, Sense Motive +31, Spellcraft +31, Spot +31, Survival +31 Feats: Blind Fight, Greater Spell Penetration, Diehard, Endurance, Improved Natural Weapon, Iron Will, Spell Penetration. Environment: Blessed Fields of Elysium Organization: Solitary or The Council Challenge Rating: 20 Treasure: None Alignment: Always neutral good Advancement: By character class Level Adjustment: -
A four-foot, green-scaled humanoid flies towards you, on his equally sized wings. He stares at you with his arms extended out, making you feel unsure if he is going to help you or harm you.
The Guardians of the Multiuniverse are an elite group of celestials, who are dedicated to fighting evil throughout the planes. They manage the Green Guardians who travel across the planes to combat evil. They rarely directly attack evil, spending more time serving on The Council, but will attack without mercy when they encounter it. It is unknown how many of them exist, but their numbers are believed to be low.
Guardians of the Multiuniverse speak Celestial, but understand and speak many languages with their Tongues ability.
Green Blast (Sp): At will, Guardians of the Multiuniverse can shoot a green ray. The Guardian of the Multiuniverse makes a ranged touch attack against a target within 60ft. that deals 20d4 damage. Reflex half.
Smite Evil (Su): Once per day, a Guardian of the Multiuniverse can make an attack that deals extra damage equal to its HD (+20,) against an evil foe.
Spells: Guardians of the Multiuniverse can cast divine spells as 20th-level clerics, with accesses to the Good and Magic domains. The save DCs are Wisdom based. Typical Cleric Spells Prepared (6/8/8/8/8/7/6/6/5/5; save DC 18 + spell level) 0-create water, detect magic, guidance (2), resistance (2); 1st-bless (2), cause fear, divine favor (2), entropic shield, protection from evil, shield of faith; 2nd-aid, align weapon, bear’s endurance (2), bull’s strength (2), consecrate, eagle’s splendor; 3rd-daylight, invisibility purge, magic circle against evil (2), prayer 4th-death ward (2), dismissal (2), holy smite, neutralize poison (2); 5th-break enhancement, dispel evil (2), plane shift, righteous might (2), symbol of pain; 6th-blade barrier, banishment, heroes’ feast, mass cure moderate wounds, undeath to death, word of recall 7th-destruction, dictum, holy word (2), mass cure serious wounds, regenerate 8th-fire storm, holy aura (2), mass cure critical wounds (2); 9th-mass heal, miracle, Mordenkainen’s disjunction, storm of vengeance, true resurrection.
Tongues (Su):A Guardian of the Multiuniverse is constantly under the effect of the Tongues spell. Caster level 17th.
The Council
The Council is almost constantly in session. These sessions take place in a building consisting of a meeting room, dormitories, and a cafeteria. This building is often also referred to as The Council as well. It generally consists of an odd number of Guardians of the Multiuniverse and any other Celestials that wish to participate. Sometimes they will let mortals on to this council, but it is rare. They deal with any and all issues concerning the Green Guardians, such as creating new ones, restoring damaged weapons, assigning Green Guardians to areas, and anything else.
The Council currently has two Green Guardians on every plane, except for the Outlands, which has two in Sigil and two more elsewhere. They generally assign Green Guardians to planes that agree with their alignment on the Law and Chaos axis. They frequently rotate members on the Gray Waste. The rest of the Green Guardians either guard The Council or are given clearance to freely roam the planes fighting evil, but they must return to The Council annually.
Green Guardian
In order to more effectively guard the multiuniverse, the Guardians of the Multiuniverse created the Green Guardians. The Green Guardians are the warriors who travel the multiuniverse, spreading good. They are fully and constantly committed to righteousness. They are master wielders of greatswords and rarely ever use any other weapon. They become bonded to the swords they wield, as they project their souls on to their weapons. Almost never without it, a Green Guardian is horrifyingly defenseless when he does not have his sword. Hit Dice: d10 Requirements: Race: Any non-construct, non-undead, non-outsider, non-elemental. Alignment: Any good. Special: The character must have been accepted by the Guardians of the Multiuniverse and take their oath (see below.) They generally accept medium-sized characters. Unlike most prestige classes, characters can take this class at the first level (if they meet these requirements.)
Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special 1 +1 +2 +0 +2 Sword Bond 2 +2 +3 +0 +3 Bonus Feat 3 +3 +3 +1 +3 4 +4 +4 +1 +4 Bonus Feat 5 +5 +4 +1 +4 6 +6 +5 +2 +5 7 +7 +5 +2 +5 Bonus Feat 8 +8 +6 +2 +6 9 +9 +6 +3 +6 10 +10 +7 +3 +7 Bonus Feat 11 +11 +7 +3 +7 12 +12 +8 +4 +8 13 +13 +8 +4 +8 Bonus Feat 14 +14 +9 +4 +9 15 +15 +9 +5 +9 16 +16 +10 +5 +10 Bonus Feat 17 +17 +10 +5 +10 18 +18 +11 +6 +11 19 +19 +11 +6 +11 Bonus Feat 20 +20 +12 +6 +12 Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (the planes) (Int), Ride (Dex), Sense Motive (Wis), Swim (Str), and Tumble (Dex). Skill Points at 1st Level: (4 + Int modifier) x 4 Skill Points at Each Additional Level: 4 + Int modifier Class Features: Weapon and Armor Proficiency: Green Guardians are proficient with all simple weapons and greatswords and with light and medium armor. Green Guardians are not proficient in shields. Sword Bond: When a Green Guardian takes the oath, he receives a masterwork greatsword as a gift from the Guardians of the Multiuniverse. The Green Guardian forms a special emotional and psychological bond with that sword. He gains a +1 competency bonus to avoid being disarmed. His attachment grows so strong, that he takes -1 penalty to all attack rolls made with all other manufactured weapons, including other greatswords. The bond grows stronger as the Green Guardian gains levels. As he gets stronger, he may invest part of himself, by sacrificing XP. As he does this, the weapon begins to glow, and it glows brighter and brighter as he puts more XP into it, although it produces no light. It takes 8 hours of meditation to active this ability. He may spend XP points according to his level, as the table below says: Weapon Bonus Total Sacrifice Required Minimum Class Level +1 400 XP 4th +2 1,600 XP 7th +3 3,600 XP 9th +4 6,400 XP 11th +5 10,000 XP 13th +6* 14,400 XP 14th +7* 19,600 XP 15th +8* 25,600 XP 16th +9* 32,400 XP 17th +10* 40,000 XP 18th *A weapon cannot have enhancement bonuses higher than +5, but it can have special abilities to the amount on the table. As always, a weapon needs to have at least a +1 bonus before any special abilities can be added. The XP sacrificed in the table is the total number needed. For example, it only takes 1,200 XP to raise a +1 weapon to +2 weapon, since the Green Guardian already paid 400 XP to make it a +1 weapon. If the Green Guardian wishes to reassign the enhancements, he may meditate for 8 hours to do so. If the weapon is destroyed, the investment returns to the Green Guardian, not as XP, but in its new form. He must return to the Guardians of the Multiuniverse and request a new one, which he can apply the previous investments to. These bonuses do not apply if anyone besides the Green Guardian who invested the XP wields it. Bonus Feat: At the levels indicated, a Green Guardian gains a bonus feat, selected from the list of fighter bonus feats, or Armor Proficiency (Heavy), Martial Weapon Proficiency, or Shield Proficiency, provided he meets the prerequisites. Oath: “I swear to uphold the tenets of the Guardians of Multiuniverse.” A Green Guardian must take this oath upon joining. If he breaks the oath, or ceases to be of a good alignment, he cannot gain anymore levels of Green Guardians and the Guardians of the Multiuniverse may come after his greatsword. Every Green Guardian knows the tenets, they are as follows: 1. Good is better than evil. 2. It is always possible to do good. 3. Law and Chaos are petty issues. 4. The Guardians of the Multiuniverse should be obeyed, within reason. The Guardians of the Multiunverse have recently decreed that the Green Guardians cannot ever be romantically involved, but many do not feel this qualifies as “within reason.”
Any thoughts?
I konw that Planewalker.com isn't big on bumping, but I would really like some feedback.