Guardian v2 (3.5e Class)

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[edit] Staff Guardian

<-general description->.

[edit] Making a Guardian

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: Staff Guardians runes are controled by the wisdom score. Also a high CON or DEX will help make you more tuff.

Races: Any.

Alignment: Any.

Starting Gold: 6d4×10 gp (150 gp).

Starting Age: Moderate.

Table: Staff Guardian

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Runic Staff, Weapon Focus(Runic Staff), 1st Rune
2nd +1 +3 +0 +3
3rd +2 +3 +1 +3 +1 Enhancement
4th +3 +4 +1 +4 2nd Rune
5th +3 +5 +1 +5 Bonus Feat
6th +4 +5 +2 +5 +2 Enhancement
7th +5 +6 +2 +6
8th +6/+1 +7 +2 +7 3rd Rune
9th +6/+1 +8 +3 +8 +3 Enhancement
10th +7/+2 +8 +3 +8 Bonus Feat
11th +8/+3 +9 +3 +9
12th +19/+4 +9 +4 +9 4th Rune, +4 Enhancement
13th +9/+4 +9 +4 +9
14th +10/+5 +10 +4 +9
15th +11/+6/+1 +10 +5 +10 Bonus Feat, +5 Enhancement
16th +12/+7/+2 +10 +5 +10 5th Rune
17th +12/+7/+2 +11 +5 +11
18th +13/+8/+3 +11 +6 +11 +6 Enhancement
19th +14/+9/+4 +12 +6 +12
20th +15/+10/+5 +12 +6 +12 Bonus Feat, 6th Rune

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Swim (Str).

[edit] Class Features

All of the following are class features of the Guardian.

Weapon and Armor Proficiency: A guardian is proficient with all simple weapons and with medium armor.

Runic Staff: This weapon is made of IronWood and is simialr to a quarter staff. The staff is able to be inscribed with up to six runes. The Staff Guardian my only ever have one staff at a time and if the staff is ever broken, he must pay 1000gp and one week to make a new one, DC 25.

--Runes--

Rune of Armor:: Allies gain AC equal to wisdom bonus.
Rune of Attack:: Allies gain +X to their Base Attack Bonus, where X is equal to your wisdom bonus.
Rune of Regeneration:: Allies gain regeneration equal to your wisdom bonus every two rounds.
Rune of Constitution:: Allies gain +X to their CON score, where X is equal to your wisdom bonus.
Rune of Strength:: Allies gain +X to their STR score, where X is equal to your wisdom bonus.
Rune of Dexterity:: Allies gain +X to their DEX score, where X is equal to your wisdom bonus.
Rune of Doom:: All Enamies within range have -X to all saving throws, where X is equal to your wisdom bonus. Will save negates.
Rune of Enfeeblement:: All enamies within range have -X to STR score, where X is equal to your wisdom bonus. Fortitude save negates.
Rune of Slowness:: All enamies within range are under the effect of 'slow' spell. Will save negates.
Rune of Blindness:: All enamies within range are under the effect of 'blindness' spell. Fortitude save negates.
Rune of Random Action:: All enamies within range are under the effect of 'random action' spell. Will save negates.
Rune of Laughter:: All enamies within range are under the effect of 'Tasha's Hideous Laughter' spell. Will save negates.


[edit] Ex-Guardians

When a guardian becomes that of another Alignment that he starts out picking, he looses his Guardian Aura and Special Mount. He cannot thereafter gain levels as a guardian until he atones (see the atonement spell description, page 201, PHB 3.5)

[edit] Epic Guardian

Table: The Epic Guardian

Hit Die: d12

Level Special
21st -
22nd Bonus Feat
23rd -
24th Bonus Feat
25th Guardian Aura +6
26th Bonus Feat
27th -
28th Bonus Feat
29th -
30th Guardian Aura +7, Bonus Feat

3 + Int modifier skill points per level.

Bonus Feat The epic guardian gains a bonus feat (selected from the list of epic fighter bonus feats) every two levels after 20th.

Epic Fighter Bonus Feat List: Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Energy Resistance, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy. In addition to the feats on this list, the fighter may treat any feat designated as a Fighter Bonus Feat, but not listed here, as being on his or her bonus feat list.

Guardian Aura (Ex): A guardian can choose one of seven auras that affect all allies within 30ft. Only one aura can be active one at a time. It takes a standard action to activate the aura. This is a constant effect that lasts until the guardian dies or is considered unconscious.

--Auras--

Protector’s Defense (Lv1): Allies gain AC equal to aura’s bonus. The guardian does not benefit from this.

Defender’s Strike (Lv1): Allies gain +1 to their Base Attack Bonus equal to the aura’s bonus. The guardian does not benefit from this ability.

Elemental Defense (Lv5): Allies gain resistance to the energy type of your choice equal to the aura’s bonus. The guardian does not benefit from this.

Protector’s Courage (Lv5): Allies gain a +4 morale bonus on saving throws against fear effects.

Travelers Cloak (Lv10): Allies gain the aura’s bonus to Disguise.

Defender’s Sight (Lv15): Allies gain the ability of Darkvision 30ft.

Fortification (Lv20): Allies gain 5 hp X the aura bonus. The guardian does not benefit from this.

[edit] <-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-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: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

[edit] Campaign Information

[edit] Playing a Guardian

This section needs a more complete description. For more information please look here

Religion: Most Guardians in the world do not follow one deity. However they are known to follow any god that provides protection as one of their domains.

Other Classes: Guardians fit into just about every adventuring party that they come by or join. They tend to be very helpful in many ways as far as setting up camps or helping fix a broken cart. Guardians sometimes choose to follow the path of the cleric or the Paladin later in life as they become more attached to a god.

Combat: Typically a Guardian takes up the front line of combat in most situations. They will not focus on seeking out an opponent, they rather help an ally overcome their's and protect them.

[edit] Guardians in the World

This section needs a more complete description. For more information please look here
My life for yours!
—Dykon, Human Aura Guardian

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregtate and assemble->.

NPC Reactions: Due to the fact that the sole reason for an Aura Guardian to live is to protect others most everyone loves them. Wizards enjoy adventuring with Aura Guardians more than almost any other class due to the fact that they are able to cast freely and feel safe when concentrating on a spell, while sorcerers enjoy the protection provides conflicts sometimes arise due to the free spirited nature of the sorcerer. Ranged attackers also enjoy the protection provided. Rouges, ninjas, and the like are often put off by the fact that they must remain so close the the Guardian in order to truly benefit them and its a little hard to be sneaky with a walking pile of metal 20 feet away.

[edit] <-class name-> Lore

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

[edit] <-pluralized class name-> in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

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.->.



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