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All of the gods have champions, be them paragons of good or evil, chaos or law. The Guardian is a champion of Glitanius. Healers, helpers and warriors of good. Guardians sow seeds of hope and vanquish evil wherever they travel. 

 

                Adventures: Guardians are humbled by the power that Glitanius has awarded them, and they take almost any chance to spread his goodness. They often join groups that seek to help the weak, protect the planet and promote life. They almost certainly would consider it an obligation to join any group opposed to Ravis. But for the most part they take their power wherever it will do the most good.

 

                Characteristics: . Sacrifice, respect for life, and kindness. These things above all else are known to the Guardian. These champions of good display traits of empathy, selfless service and are often known as benefactors to the poor and otherwise helpless. If a Guardian had a motto it might sound something like “do unto others as you would have them do unto you, help those in need, respect the land and all the life of Draconspire. Oppose the will of evil wherever you may find it “.

 

                Alignment: Guardians are good through and through. In fact to be a Guardian you must be of good alignment, or Glitanius strips your powers from you.

 

                Religion: All Guardians pay homage to the god Glitanius. All Guardians have an affiliation with the church of Glitanius known as the Gates of Panacea. See the Gates of Panacea organization for more details and to calculate your starting affiliation score.

 

                Background: Guardians at some point in their life feel a calling to service. The traits of goodness are usually present all of their life, such as a love for animals and plants, helping the local hospitals and church, giving selflessly for the well being of others. The calling may come at anytime and for any reason, but usually surfaces when the need is most dire. Such as when faced by true evil, or while witnessing an inhumane act. No matter how the path takes them to Glitanius the Gates of Panacea accepts them, trains them, and hones them into the fine instrument of good that is the Guardian.

 

                Races: The most needful societies are consequently the very environments that Guardians spring from. Human, Dwarven and Elven communities all have their fair share of Guardians. You can almost certainly expect to run into several Guardians at any House of the Five.

 

                Other Classes: Guardians enjoy other Guardians, and anyone else who strives to assist those in need or root out evil. Clerics of Glitanius are always welcome allies. They will never associate with evil party members associated with the Shadow Sanctum, and deal with them only with the utmost of caution.

 

                Role: The Guardian’s chief role is as a martial combatant, however they make good support characters for other roles. Their ability to influence animals and plants lets them function in some ways like a Druid or Ranger.

 

Game Rule Information

 

Guardians have the following game statistics.

 

                Abilities: As a martial class the Guardian benefits well from a high Strength and Constitution score. Most of the Guardian’s skills and abilities focus on Charisma, and their spell casting relies on a decent Charisma score.

 

                Alignment: Good (any)

 

                Hit Die: d10

 

Class Skills

The Guardian’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge Nature (Int), Knowledge Local (Int), Knowledge Religion (Int), Profession (Wis), Ride (Dex) Sense Motive (Wis), Spell craft (Int) and Survival (Wis).

 

                Skill Points per level: 2 + Int modifier

 

 The Guardian 

Level

Base Attack

Fort Save

Ref Save

Will Save

Special

Spells per Day

1st/2nd/3rd/4th

1

+1

+2

+0

+2

Aura of Good, Detect Evil,

Smite Evil 1/Day

None

2

+2

+3

+0

+3

Divine Grace, Lay on Hands

None

3

+3

+3

+1

+3

Life Aura, Mercy

None

4

+4

+4

+1

+4

Channel Energy, Smite Evil 2/Day

0/-/-/-

5

+5

+4

+1

+4

Divine Bond

1/-/-/-

6

+6

+5

+2

+5

Mercy

1/-/-/-

7

+7

+5

+2

+5

Smite Evil 3/Day

1/0/-/-

8

+8

+6

+2

+6

Nature’s Warden

1/1/-/-

9

+9

+6

+3

+6

Mercy

2/1/-/-

10

+10

+7

+3

+7

Smite Evil 4/Day

2/1/0/-

11

+11

+7

+3

+7

Life’s Servant

2/1/1/-

12

+12

+8

+4

+8

Mercy

2/2/1/-

13

+13

+8

+4

+8

Smite Evil 5/Day

3/2/1/0

14

+14

+9

+4

+9

Aura of Faith

3/2/1/1

15

+15

+9

+5

+9

Mercy

3/2/2/1

16

+16

+10

+5

+10

Smite Evil 6/Day

3/3/2/1

17

+17

+10

+5

+10

Aura of Righteousness

4/3/2/1

18

+18

+11

+6

+11

Mercy

4/3/2/2

19

+19

+11

+6

+11

Smite Evil 7/Day

4/3/3/2

20

+20

+12

+6

+12

Champion of Glitanius

4/4/3/3

 

Class Features

The Following is a list of class features for the Guardian class. 

Starting Wealth: 5D6 x 10 (175) 

Weapon and Armor Proficiency: Guardian are proficient with all simple and martial weapons, with all types of armor (heavy, medium and light), and with shields (except tower shields). 

 

Aura of Good (Ex): The power of a Guardian’s aura of good (see the detect good spell ) is equal to their Guardian level, just like the aura of a cleric of Glitanius.

 

Detect Evil (Sp): At will, a Guardian can use detect evil as a spell like ability. This ability functions just like the Paladins detect evil class feature.

 

Smite Evil (Su): One per day, a Guardian can call out to the powers of good to aid them in their struggle against evil. As a swift action, the Guardian chooses one target within sight to smite. If this target is evil, the Guardian adds their charisma bonus (if any) to their attack rolls and adds their Guardian level to all damage rolls made against the target of their smite. If the target of the smite is an evil outsider with the evil subtype, an evil aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per Guardian level. Regardless of the target, smite evil attacks automatically bypass any DR the creature may possess.

 

In addition, while smite evil is in effect, the Guardian gains a deflection bonus equal to their charisma modifier (if any) to their AC against attacks made by the target of the smite. If the Guardian targets a creature that is not evil, the smite is wasted and has no effect.

 

The smite evil effect remains until the target of the smite is dead or the next time the Guardian rests and regains their uses of this ability. At 4th level, and every 3 levels thereafter, the Guardian may smite evil one additional time per day to a maximum of 7 times per day at 19th level. 

 

Divine Grace (Su): At 2nd level, a Guardian gains a bonus equal to their Charisma bonus (if any) on all saving throws.

 

Lay on Hands (Su): Beginning at 2nd level, a Guardian can heal wounds (their own or those of others) by touch. Each day they can use this ability a number of times equal to half their Guardian level plus their Charisma modifier. With one use of this ability, a Guardian can heal 1d6 hit points of damage for every two Guardian levels they possess. Using this ability is a standard action, unless the Guardian targets themselves, in which case it is a swift action. Despite the name of this ability, the Guardian only needs one free hand to use this ability.

 

Alternatively, a Guardian can use this ability to deal damage to undead creatures, dealing 1d6 points of damage for every two levels of Guardian. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage. This is a positive energy effect.

 

Life Aura (Su): Beginning at 3rd level, a Guardian radiates life. This aura extends 30’ and provides two benefits. The first being that the Guardian can stabilize any dying creature within it’s aura by spending a standard action that does not provoke an attack of opportunity. This aura also bestows the knowledge of whether or not a target is living/undead or never was alive within its range if the Guardian focuses on a specific target which requires a swift action. The Guardian can suppress or resume their Life Aura as a free action, but only on their turn.

 

Mercy (Su): At 3rd level, and every 3 levels thereafter, a Guardian can select one mercy. Each mercy adds an effect to the Guardian’s lay on hands ability. Whenever the Guardian uses lay on hands to heal damage to one target, the target also receives the additional effects from all the mercies possessed by the Guardian. If a mercy removes a hindering condition  or affliction, such conditions return after 1 hour (if not expired) unless the mercy removes the affliction that causes the condition.

 

At 3rd level, the Guardian can select from the following initial mercies. 

 

 

 

 

At 6th level, the Guardian can select from the following mercies.

 

At 9th level, the Guardian can select from the following mercies.

At 12th level, the Guardian can select from the following mercies.