Valerian Keeper

Valerian Elf class — see Classes for the full list.

Prime Requisite:CON and CHA
Requirements:None
Hit Dice:1d6
Maximum Level:11

The Tairnadal faith of Valeria is built on the idea that each individual is sponsored by one of their community’s revered ancestors. The role of the “keepers of the past” is to guide the youth in their training and consult the ancestor spirits to determine which patron ancestor should be paired with each Valerian elf as they come of age.

Keeper Level Progression / Spell Progression

ExperienceTitleLevelHit Dice123456
011d6+11-----
2,47522d63-----
4,95033d631----
9,90044d633----
19,80055d6331---
39,60066d6333---
80,00077d64331--
160,00088d64433--
290,00099d644431-
420,000109d6 + 1*44443-
550,000119d6 + 2*544431

Keeper Attack Bonus and Saving Throws

LevelParalysisDeathBlastImplementSpellsAttack Bonus
1-212+10+16+13+14++0
3-411+9+15+12+13++1
5-610+8+14+11+12++2
7-89+7+13+10+11++3
9-108+6+12+9+10++4
117+5+11+8+9++5

Combat Characteristics

Combat Proficiencies: Keepers have weapon proficiency with all missile weapons and with all tiny, small, and medium melee weapons. They have armor proficiency with light and very light armor. They have fighting style proficiency with the dual weapon and two-handed weapon styles, but not with the weapon and shield style.

Combat Progression: Keepers advance in attack throws and saving throws as clerics, by two points every four levels. They can cleave after felling a foe a maximum of once per round per every two class levels (rounded down).

Starting Class Powers

Ancestral Insight: As members of the zaeltairn caste, keepers are blessed with an expanded repertoire of spells known – one additional spell per level of spell they can cast. The spells will come to the keeper in dreams and portents as they level up. The specific spells should be chosen by the Judge to reflect each keeper’s patron ancestor.

Commune with Ancestral Spirits: As the intermediary between his clan and the ancestors that watch over them, the keeper has the ability to commune with spirits once per week. When using this power, he can choose between the ancestral spirits of his clan, or the natural spirits of his current location. The spirits will answer three yes-or-no questions to the best of their ability. They are very wise regarding their clan history or local area, but not omniscient, so they might not be able to answer some questions accurately. Such details are left to the Judge’s discretion. The ritual to commune with the ancestor spirits takes 1 turn to complete, during which time the keeper is “out of body” and entirely helpless. The ritual is so taxing that it can be performed but once per week. Once a year, on a particular sacred day (determined by the Judge), the keeper can ask twice the normal number of questions of his ancestors without angering them. Communing with the spirits in a sinkhole of evil is a dangerous and chaotic act that might put him at risk of haunting or possession (Judge’s discretion).

Fateseeing: The keeper can see the fates of mortals. He can determine how many Fate Points a character has after 10 minutes (1 turn) of casual interaction or observation. Once per week, the character can cast fate (as the spell) with a casting time of 10 minutes (1 turn).

Inherited Divine Magic: Through the power of their ancestral patrons, keepers of the past can cast divine spells. The number and level of spells the character can cast per day is listed on the Spell Progression table above. The keeper can have a number of spells in his repertoire equal to those shown on the table, modified by his CHA bonus. Unlike studious spellcasters such as mages, the character’s repertoire is chosen soon as they increase in level. They do not need a spellbook, and they cannot change their repertoire through study. The specific mechanism for determining which spells a keeper adds to their repertoire is left to the Judge’s discretion; one recommended method is to randomly determine the base spells and allow the player to choose any bonus spells from high CHA.

Patron’s Study: As a member of the zaeltairn, the keeper seeks to uphold the glory of his patron ancestor. He trains in any keeper class proficiency of his choice.

Ready for War: Every member of the zaeltairn caste is trained for battle. The keeper gains Battle Magic as a bonus proficiency.

Tairnadal Historian: Valerian keepers are more formally referred to as the “keepers of the past”. They begin play with Knowledge (history) and Loremastery as free proficiencies.

Totem AnimalKey AttributeTotem BenefitCharacteristics
BearStrBerserkergangSpd 120’, AC 13, HD 4, at 3 (1d3/1d3/1d6), hug
CheetahDexRunningSpd 360’, AC 15, HD 2+2, at 3 (1d2/1d2/1d4), pounce
Crow / RavenIntDivine BlessingSpd 330’ fly, AC 11, HD ¼, # AT 1 (1d2-1)
DogChaAlertnessSpd 180’, AC 12, HD 1+1, # AT 1 (1d4)
Eagle / HawkChaCommandSpd 480’ fly, AC 11, HD 1, at 2 (1d3/1d3), dive
ElkConContemplationSpd 180’, AC 12, HD 4, at 1 (1d10)
GoatWilClimbingSpd 150’, AC 12, HD 1, at 1 (1d4)
HorseConMounted CombatSpd 210’, AC 12, HD 2, at 2 (1d4/1d4)
HyenaChaWeapon FocusSpd 150’, AC 12, HD 2+1, at 1 (1d8), bone crush
JackalIntCombat TrickerySpd 180’, AC 12, HD 1-1, at 1 (1d4)
LionChaDivine HealthSpd 150’, AC 13, HD 5, at 3 (1d4+1/1d4+1/1d10), pounce
MonkeyDexPrestidigitationSpd 120’/120’ climb, AC 12, HD 1, at 1 (1d3)
RatWilQuiet MagicSpd 120’/60’ swim, AC 12, HD ½, at 1 (1d3)
OwlWilSensing PowerSpd 300’ fly, AC 11, HD ½, at 2 (1d2/1d2), dive attack
PythonStrLaying on HandsSpd 90’, AC 13, HD 5, at 2 (1d4/2d8), constriction
ViperDexCombat ReflexesSpd 90’, AC 13, HD 2, at 1 (1d4), poison
WolfWilAmbushingSpd 180’, AC 12, HD 2+2, at 1 (1d6)

Totem Animal: Every keeper has a totem animal as a companion. The totem animal physically represents the keeper’s relationship with his patron ancestor. The Totem Animals table, below, lists the benefits and abilities of several sample totems. The totem animal should be a creature appropriate to the character’s attributes and tribal traditions. For example, a keeper with high STR might have a bear totem, while a keeper with high WIL might have an owl totem and one with high CHA might choose an eagle totem. At a minimum, the keeper must possess an attribute of at least 9 in his totem animal’s key attribute. Over time, the keeper will come to resemble his totem animal. A wolf keeper might develop yellow eyes and sharp canines, while a bear keeper might grow husky and hirsute.

The totem animal has human-like intelligence, with Intellect equal to half the keeper’s Intellect. It can understand the keeper’s speech, and the keeper can understand his totem animal’s speech, though no one else can without resorting to speak with beasts. So long as the keeper upholds his ancestor’s honor, the totem animal will be utterly loyal to the keeper and will fight for him, perform services, and obey his commands.

While the totem animal is alive, the keeper receives the animal’s totem benefit. The totem benefit is a bonus proficiency related to the totem. For example, a keeper with a cobra totem animal has the Combat Reflexes proficiency so long as he is within 30’ of his totem animal.

Because it is partly a creature of the keeper’s own spirit, the totem animal always has a number of Hit Dice equal to one less than the keeper’s own (1/2 HD when the keeper is 1st level) with 4 hp per HD. If a totem animal has fewer Hit Dice than those normally possessed by such an animal, it will appear as a smaller, younger creature of its type. If it has more HD, it will appear as a larger, fiercer variant. The animal’s baseline characteristics are adjusted based on its current Hit Dice relative to the Hit Dice of an ordinary animal of its type:

  • Attack throws are as a monster of its HD, saving throws are as a fighter of half its HD.

  • AC increases or decreases by 1 per 2 HD of difference, to a minimum of 0 and a maximum of its own ordinary HD.

  • Average damage for its entire attack routine increases or decreases by 2 per HD of difference. The judge will determine specifics.

If the totem animal is ever killed, the keeper must save vs. Death or instantly take damage equal to its maximum HP. It cannot be restored to life or resurrected, but a creature of the same type will appear the next time the keeper gains a level.

Additional Class Powers

Minor Magical Research (5th): At 5th level, the keeper can scribe scrolls and brew potions and may research his own ceremonies.

Major Magical Research (9th): At 9th level the character may create permanent magic items such as weapons, rings, or staffs.

Nemeton (9th): By acquiring a nemeton worth at least 15,000gp, the keeper can attract followers to his service. 1d6 apprentices of 1st – 3rd level plus 2d6 apprentices of 0th level arrive to serve him as followers within 1d3 months of him acquiring the sanctum. If the keeper already has a nemeton, the followers arrive to serve him within 1d3 months of him reaching 9th level. The apprentices function as assistants in magical research. If performing magic research, the apprentices must be provided food and lodging but need not be paid wages. (If asked to accompany the keeper on adventure, the apprentices must be paid wages as henchmen.) If the keeper builds a dungeon beneath or near his nemeton, monsters will start to arrive to dwell within, often followed by adventurers seeking to fight them.

Supreme Magical Research (11th): The keeper can learn and cast ritual spells of great power (7th, 8th, and 9th level spells) craft magical constructs and create magical crossbreeds. If Chaotic, the character may perform necromantic research to create unliving servants or transform himself into an undead creature.

Racial Traits

As Valerian elves, all keepers begin play with the following additional benefits:

Attunement to Nature: The elf gains a +1 bonus to surprise rolls when in the wilderness. When using Adventuring proficiency to search or listen, they succeed on a proficiency throw of 14+ (instead of the usual 18+). If separately proficient in Searching they gain a +2 bonus to their throw instead. If separately proficient in Listening, they gain a +4 bonus to their throw instead.

Connection to Nature: The character is unaffected by diseases caused by undead, gains a +1 bonus on HD rolls at 1st level, and gain a +1 bonus on Paralysis and Spells saving throws.

Desert Born: The character is wise in the ways of barren and inhospitable lands. While in desert or barrens terrain, he gains a +4 bonus to proficiency throws to forage, hunt, track, and avoid getting lost. The bonus can be stacked with bonuses the character receives from other proficiencies such as Navigation or Survival, but it cannot be stacked with the bonus from an explorer or venturer’s Pathfinding class power.

Valerian Tongues: All Valerian elves are trained in the languages of their adversaries, and begin play knowing Valerian, Lizardfolk, Kobold, Giant in addition to Common.

Class Proficiencies

Proficiency Progression: At 1st level, keepers select one class proficiency from their class proficiency list and one general proficiency from the general proficiency list. They select an additional class proficiency at 4th and 8th level. They select an additional general proficiency at 5th and 9th level.

Valerian Keeper Proficiency List: Alchemy, Animal Husbandry, Animal Training, Beast Friendship, Berserkergang, Black Lore of Mabar, Bright Lore of Irian, Contemplation, Diplomacy, Divine Blessing, Divine Health, Elementalism, Fighting Style Specialization, Healing, Knowledge, Laying on Hands, Magical Engineering, Magical Music, Mystic Aura, Naturalism, Passing Without Trace, Personal Talisman, Prestidigitation, Prophecy, Quiet Magic, Sensing Power, Soothsaying, Theology, Tracking, Unflappable Casting, Weapon Focus

Keeper Templates

3d6 RollTemplateProficienciesStarting Equipment
3 – 4PariahBlack Lore of Mabar Survival Quiet MagicRat totem animal, heretical holy symbol (horned rat), club, hide armor, itchy wool tunic and pants, rawhide belt, sandals, small sack, waterskin, 2 weeks’ iron rations (enc. 3 4/6 st)
5 – 6Wise ManSoothsaying Knowledge (history) Sensing PowerOwl totem animal, holy symbol (silver crescent), staff, leather armor, grey wool tunic and pants, embossed belt, low boots, backpack, waterskin, 2 weeks’ iron rations, 7gp (enc. 5 3/6 st)
7 – 8WarchanterAnimal Reflexes Perform (chanting) BerserkergangBear totem animal, holy symbol (bear’s teeth), iron spear, round wooden shield, leather armor, wool tunic and pants, embossed belt, low boots, backpack, waterskin, 1 week’s iron rations (enc. 5 3/61/2 st)
9 – 10RunecasterElementalism Craft (rune-carving) AmbushingWolf totem animal, holy symbol (runestone), hand axe, wooden shield, leather armor, wool tunic and pants, embossed belt, low boots, backpack, carving knife, flask of holy water, waterskin, 1 week’s iron rations, 1gp (enc. 5 st)
11 – 12DruidBeast Friendship Naturalism Divine BlessingRaven totem animal, holy symbol (golden sickle), whitewood spear, sickle sword, dagger, shield, leather armor under white druid’s robes, leather belt, low boots, backpack, flask of holy water, 1 lb garlic, 1 lb wolfsbane, waterskin, 1 week’s iron rations, 8gp (enc. 6 2/6 st)
13 – 14Snake HandlerDivine Health Healing Laying on HandsPython totem animal, holy symbol (two snakes coiled around rod), long staff, dagger, leather armor under forest green robes, embossed belt, low boots, backpack, 2 lbs birthwort, 2 lbs comfrey, 2 lbs horsetail, 2 lbs woundwort, waterskin, 1 week’s iron rations, 2gp (enc. 6 st)
15 – 16Spirit RaiserSensing Evil Leadership CommandEagle totem animal, holy symbol (eagle on sun), staff, dagger, leather armor under blue robes, leather belt, low boots, backpack, belt pouch, 2 flasks of holy water, tinderbox, 6 tallow candles, 4 lbs garlic, waterskin, 1 week’s iron rations, 25gp (7 st)
17 – 18Nomad ShamanUnflappable Casting Riding LeadershipHorse totem animal, holy symbol (engraved horn), scimitar, round wooden shield, leather armor, wool cloak, wool tunic and pants, leather gloves, leather belt, high boots, backpack, belt pouch, steppe riding horse, riding saddle and tack, 2 leather saddlebags, 2 weeks’ iron rations, 21gp (3 4/6 st with rations on horse)

Notes: The totem animal and totem proficiency that each keeper template begins with is noted in bold. The druid’s sickle sword is a type of short sword. The nomad shaman’s scimitar is a type of short sword.