Per Template

Pers are the guardians of the portals and gates of the upper planes. They are tireless warriors and guardians of those gates. Pers look like well-muscled humans of great fighting prowess and are dressed in bronze or steel armor of elaborate decoration (similar to a roman warrior's outfit). Although Pers are not evil, their countenance and appearance is grim and foreboding. 

Pers are fanatical warriors and will never leave their post. If challenged, pers will battle to death. If a per feels that he's outmatched by a group, he will make challenge to the obvious leader most powerful warrior. Pers have a limited mental link with the various powers of their plane. If a per is under stress or even killed, those powers will become aware of it. Pers speak Common plus any other languages they knew in their previous life.

Creating a Per 
   "Per" is a template that can be added to any lawful good or neutral human warrior who recently died (referred to hereafter as the "character"). The creature's type changes to "outsider". It uses all the base character's statistics and special abilities except as noted here. 

   Hit Dice: Same as the character 
   Speed: Same as the character 
   AC: The character's natural armor increases by +6. 
   Special Attacks: A Per retains all the character's special attacks and also gains the those listed below. 
   Magic Weapon: Pers carry +3 icy burst greatwords who are imbued with the essence of a servitor of an upper plane power. The weapon has an alignment of lawful neutral with an intelligence of 15, wisdom and charisma of 12. The weapon has the following abilities: confusion (2d6 rounds), detect evil, detect good, detect invisibility 120' radius and detect magic. The weapon has an item ego of 15, with no conflict between the weapon and a per. 
   Spells: The Per can cast any spells it could cast in his or hers previous life. The Per gains the following spell-like abilities using their level as the caster level: At will- blade barrier, detect thoughts, light, mirror image and read magic; 7/day- charm person or animal; 3/day- cure serious wounds. 
   Special Qualities: A Per retains all the character's special qualities and those listed below, and also gains the outsider type (see page 6 of the Monster Manual). 
   Fear Immunity (Ex): Per have a special immunity to fear. 
   Fast Healing (Ex): Pers regains hit points at an exceptional fast rate, 3 hp per round. 
   Damage Reduction 15/+1 (Su): A Per's body is tough, giving the creature damage reduction 15/+1. 
   Spell Resistance (Su): Pers have spell resistance equal of 11 plus their level. 
   Uncanny Dodge (Ex): Pers are never caught flat-footed and cannot be flanked. 
   True Seeing (Su): Constant in effect, this quality is identical with true seeing cast by 15th-level cleric. 
   Size up opponents (Ex): Pers have an innate ability to size up an opponent and know its fighting prowess. This ability does not extend to psionics or spell use, however. 
   Saves: Same as the character 
   Abilities: Increase from the character as follows: Str +4, Con +4 and Cha +2. 
   Skills: Pers receive a +4 racial bonus to Sense motive checks and being almost never surprised a +8 racial bonus to Listen and Spot checks. 
   Feats: Same as the character 

   Climate/Terrain: Any upperplane
   Organization: Solitary 
   Challenge Rating: Same as the character +2 
   Treasure: Standard 
   Alignment: Lawful good or Lawful neutral 
   Advancement: By character class 

Per Characters 
Pers are essentially humans in all respect. They are the spirits of those humans who were dedicated to their cause in life. It is a great honor for a fallen human to become a per. New pers are created by the will greater good gods, either when their numbers are low or when there are new portals created that need guardians. The Per retains all class abilities it had in life. Should a Per leave its portal (an unique situation), he loses his spell resistance and all of his spell-like abilities. 

Sample Per 
 This example uses a 10th-level human fighter as the character. 

   Per 
   Medium-Size Outsider (Lawful) 
   Hit Dice: 10d10+40 (90 hp) 
   Initiative: +2 (Dex) 
   Speed: 30 ft. 
   AC: 25 (+2 Dex, +6 natural, +7 breastplate +2) 
   Attacks: +3 icy burst greatsword +19/+14 
   Damage: +3 icy burst greatsword 2d6+12 +1d6 cold bonus damage (+1d10 addition cold damage on a successful critical) 
   Face/Reach: 5 ft. by 5 ft./5 ft. 
   Special Attacks: Magic weapon, Spell-like abilities 
   Special Qualities: Fear Immunity, Uncanny Dodge, Fast Healing 3, Damage Reduction 15/+1, Size up opponents, True Seeing, SR 21 
   Saves: Fort +12, Ref +8, Will +8 (incl. +1 cloak of resistance) 
   Abilities: Str 20, Dex 14, Con 18, Int 12, Wis 14, cha 14 
   Skills: Climb +15, Jump +8, Ride +5, Swim +15, Listen +16, Spot +16, Sense Motive +7 
   Feats: Combat Reflexes, Expertise, Power Attack, Improved critical (greatsword, threat 17-20/x2), Lightning Reflexes, Iron Will, Dodge, Mobility, Spring Attack, Weapon focus (greatsword), Weapon specialization (greatsword)

   Climate/Terrain: Any upperplane 
   Organisation: Solitary 
   Challenge Rating: 12 
   Treasure: Standard 
   Alignment: Lawful neutral 
   Advancement: By character class 

Combat 
   Outsider: Outsiders have darkvision with a range of 60 feet. A slain outsider cannot be raised or resurrected, although a wish or miracle spell can restore it life. 
   Magic Items Carried: Potion of cure moderate wounds, potion of endurance, cloak of resistance +1, +3 icyburst greatsword

Author: Arnout Sas famsas@kabelfoon.nl http://www.dndfiles.com