Guard (3.5e Class)
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|Editing:||I'd love to see my class more fleshed out. Some information I'm not sure about. Edit constructively, please.|
 The Guard
The Guard is an intensively trained warrior, employed for the protection of important persons, buildings, areas, etc. Their training makes them highly effective in melee combat and as defensive fighters to protect the weak or unarmed.
 Making a Guard
<-Strong points and weak points, and effectiveness with party members.->.
Abilities: Strength is important for Guards because it improves their melee attack and damage rolls. Constitution gives a Guard more hit points, which is very important for this defensive class. Charisma improves a Guard’s saving throws.
Races: Most all races would make acceptable guards, depending on campaign setting. However, races with higher physical abilities make for more effective guards.
Alignment: Must be Lawful.
Starting Gold: 4d4 x 10gp (100gp)
Starting Age: Moderate.
|8th||+8/+3||+6||+6||+2||Damage Reduction 1/-|
|11th||+11/+6/+1||+7||+7||+3||Damage Reduction 2/-|
|14th||+14/+9/+4||+9||+9||+4||Damage Reduction 3/-|
|15th||+15/+10/+5||+9||+9||+5||Bonus Feat, Defensive Grapple|
|17th||+17/+12/+7/+2||+10||+10||+5||Damage Reduction 4/-|
|20th||+20/+15/+10/+5||+12||+12||+6||Damage Reduction 5/-|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
 Class Features
All of the following are class features of the Guard.
Weapon and Armor Proficiency: Weapon and Armor Proficiency: A Guard is proficient with all simple and martial weapons and with all armor and shields (except tower shields). They are also proficient with the Bastard Sword and Net.
Defensive Training: Due to a Guard’s rigorous training, he has learned to protect himself from both physical and mental disaster. A Guard may add his Charisma modifier to all saving throws for this reason.
Bonus Feats: At 3rd level, and every 3 levels after (6th, 9th, 12th, 15th and 18th), a Guard may choose a bonus feat from the list provided below. He must still meet the prerequisites for each feat. These bonus feats are in addition to the feats a character gains from gaining levels.
Combat Expertise, Combat Reflexes, Improved Initiative, Mounted Combat, Power Attack, Cleave, Improved Bullrush, Improved Sunder, Monkeygrip Greater Resiliency, Hold the Line
Guard’s Vitality: At 5th level, a Guard gains the ability to remain conscious and active when his HP value below 0 is equal to half his level. For example, a 12th level Guard will stay conscious at -6 HP. When his HP drops to -7 or lower, he will fall unconscious as if it had fallen to -1. This ability functions to, at most, -9 HP (at 18th level), and works as the Diehard feat from that point on.
Damage Reduction: At 8th level, a Guard gains the ability to ignore an amount of damage he takes in battle. At 8th level, the amount of damage a Guard takes is lowered by 1. At 11th level, and every 3 levels after (14th, 17th, and 20th), this reduction is increased by 1. Damage reduction can reduce damage to 0 but not below 0.
Battle Training: At 10th level, 3 + CHA modifier times per day, a Guard may add his Charisma modifier to an attack or damage roll. This bonus is in addition to the Guard’s STR modifier for each roll.
Defensive Grapple: At 15th level, a Guard gains a +4 defensive bonus to grapple checks when an opponent initiates a grapple. This bonus is applied further only when the Guard is attempting to break the grapple, or when the opponent attempts to take any action except breaking the grapple.
 Epic Guards
|23rd||Damage Reduction 6/-|
|26th||Bonus Feat, Damage Reduction 7/-|
|29th||Damage Reduction 8/-|
4 + Int modifier skill points per level.
Damage Reduction: The epic Guard's damage reduction continues to increase every three levels after 20th (23rd, 26th, 29th, etc).
Bonus Feats: The epic Guard gains a bonus feat (selected from the list of epic Guard bonus feats) every other level after 20th.
Epic Guard Bonus Feat List: Armor Skin, Damage Reduction, Dire Charge, Epic Endurance, Epic Fortitude, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Fast Healing, Great Charisma, Great Constitution, Great Strength, Improved Whirlwind Attack, Legendary Rider, Overwhelming Critical, Devastating Critical, Penetrate Damage Reduction, Superior Initiative.
 Human Guard Starting Package
Weapons: Longsword. Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->|| <-armor check penalty based on starting armor. If innapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: Power Attack
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
 Campaign Information
 Playing a Guard
Religion: Guards will typically follow a deity with their same alignment, however alignment may be a step away from their deity's.
Other Classes: A guard will generally work well with other fighting classes, and will often have disputes with any non-lawful class or character.
Combat: The Guard takes on exactly the role its name implies. A guard will work well as a defensive melee fighter, And is effective at protectiong allies in combat.
Advancement: Many Guards will also take levels of Cleric to gain the healing abilities, as a supplement to their protective focus. Some Guards will become Paladins in order to better protect temples/churches.
 Guards in the World
|“||"My training is the essence of my being. I have learned the ways of battle, and I have learned from the best. With this, I shall protect my people." Allen Farsell, a human Guard||”|
Guards are most often found in towns and cities, but may break away for adventure if ordered or find themselves unemployed.
Daily Life: A typical Guard is found at city gates or town or city halls, guarding towers, protecting important persons, etc.
Notables: Allen Farsell, a human Guard known for protecting King Bayris in times of war.
Organizations: Generally centered around cities, where kings/mayors/lords will hire Guards for protection.
NPC Reactions: Guards will either command a high level of respect or disdain, depending on demeanor.
 Guard Lore
Characters with ranks in Knowledge (Nobility & Royalty) or Knowledge (Local) can research Guards to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
 Guards in the Game
Guards are great defensive melee combat units.
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.