Scion of Tem et Nu

== Scion of Tem-et-nu ==
(Sandstorm variant, p. 82)
Paladins of the temple of Tem-Et-Nu are sometimes selected to become the guardians of the rivers.
==== Requirements ====
Base Attack Bonus: +5
Skills: Diplomacy 8 ranks , Swim 4 ranks
Alignment: Lawful good or lawful neutral.
Special: You must be blessed by Tem-Et-Nu in a ritual held in one of her temples.
==== Hit die ====
d10
==== Skill points ====
2 + Int
==== Class Features ====
All of the following are class features of the scion of Tem-Et-Nu prestige class.
Buoyancy (Ex): Upon entering this class, you become buoyant in water, giving you a +4 circumstance bonus on Swim checks. Additionally, your armor has been blessed by a cleric of Tem-Et-Nu, which means the armor check penalty for your armor is not doubled for the purposes of Swim checks. If you ever lose your armor, or if you want a new suit blessed, a cleric of Tem-Et-Nu can perform the ceremony to bless your armor at any temple devoted to your patron deity. The blessing is free of charge for scions.
River Mastery (Ex): As a member of this class, you gain a +1 insight bonus on attack rolls and damage rolls against river-dwelling aquatic creatures.
Spellcasting: At each even-numbered level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a scion of Tem-Et-Nu, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
River's Vigor (Su): Beginning at 2nd level, you can emulate the vigor and unstoppable power of the river during a spring flood, gaining 5 temporary hit points per scion class level for 1 minute per scion class level once per day. From 6th level on, you can use river's vigor two times per day (the temporary hit points gained with each use of this ability do not stack).
River Walk (Sp): At 3rd level and higher, you can tread on river water as though you were affected by a water walk spell. You can use this ability once per day for every three scion of Tem-Et-Nu levels. Your caster level for this ability is equal to your class level.
The River's Life Is Mine (Su): At 3rd level and higher, you gain fast healing 5 whenever you begin your turn in or adjacent to a square containing a river.
Smite Evil (Su): Beginning at 4th level, once per day you can attempt to smite evil with one normal melee attack. You add your Charisma bonus (if any) to your attack roll and deal an extra 1 point of damage per class level. If you accidentally smite a creature that is not evil, the smite has no effect, but the ability is still used up for the day. You must declare the use of the smite before making the attack roll. Starting at 8th level, you can smite twice per day. If you have levels in a class that grant a smite evil ability (such as paladin), you gain extra uses of that ability, and the levels of that class stack with your scion of Tem-Et-Nu class levels to determine the power of your smite evil ability.
Divine Power (Sp): At 5th level, you gain the benefit of divine power, as the spell, once per day. Your caster level is equal to your class level. If you activate this ability while submerged up to your waist (or deeper) in a river, the amount of time you benefit from the ability does not count toward the duration of the effect until you move out of water of this depth. Once the duration begins to count down, however, it does not stop even if you proceed to immerse yourself in waist-deep water. At 10th level, you can use this ability twice per day.
Control Water (Sp): Beginning at 6th level, you can use control water, as the spell, three times per day. Your caster level is equal to your class level.
Restoring Immersion (Sp): When you attain 7th level, you become able to draw upon the power of Tem-Et-Nu once per day to benefit from a restoration effect if you immerse yourself completely in water for a short time. Restoring negative levels requires that you be immersed for 1 minute per negative level. Curing ability score damage requires 5 rounds per point, and restoring drained ability score points requires 1 minute per point. You can receive more than one benefit during each period of immersion you undergo. For example, you could restore three negative levels and four drained ability points by remaining immersed for 7 consecutive minutes.Your caster level for this ability is equal to your class level.
Divert River (Sp): At 9th level, you become capable of changing the course of a river for a short time. With slow-moving rivers, this is the equivalent of casting both versions of control water simultaneously: lower water downstream of your location, and raise water aimed at where you divert the river. Water overflows the river's bank where you specify, rather than following the natural contours of the river. With fastmoving rivers, the effect is more dramatic: The river downstream is affected as though the lower water version of control water had been cast, and a flashflood effect, as the spell (see page 114), originates at the point on the river that you specify. Regardless of the speed of the river, the effect lasts for 2 hours unless you choose to end it sooner.
Multiclass Note: A paladin who becomes a scion of Tem-Et-Nu may continue advancing as a paladin.
=== Advancement ===
Level	BAB 	Fort	Ref	Will	Special	Spellcasting
1st 	Buoyancy, river mastery 	– 	 	 	 	
2nd 	River's vigor 1/day 	 	 	 	 	
3rd 	River walk, the river's life is mine	– 	 	 	 	
4th 	Smite evil 1/day 	 	 	 	 	
5th 	Divine power 1/day 	– 	 	 	 	
6th 	Control water, river's vigor 2/day 	 	 	 	 	
7th 	Restoring immersion 	– 	 	 	 	
8th 	Smite evil 2/day 	 	 	 	 	
9th 	Divert river 	– 	 	 	 	
10th 	Divine power 1/day 	 	 	 	 	
=== Class skills ===
Skill name 	Key ability	Trained only	Armor check penalty
Concentration 	CON 	 	
Craft 	INT 	 	
Diplomacy 	CHA 	 	
Gather Information 	CHA 	 	
Handle Animal 	CHA 	 	
Heal 	WIS 	 	
Knowledge (nature) 	INT 	 	
Knowledge (religion)	INT 	 	
Profession 	WIS 	 	
Ride 	DEX 	 	
Sense Motive 	WIS 	 	
Survival 	WIS 	 	
Swim