Divine Guardian Prestige Class
Requirements:
Alignment: Neutral Good
Base Attack Bonus: +6
Diplomacy: 5 Ranks
Feats: Iron Will
Class
Skills: Animal Empathy, Concentration, Craft, Diplomacy, Handle Animal,
Heal, Intimidate, Knowledge (religion), Profession, Ride, Sense Motive.
Skill
Points Per Level: 2+ Int modifier
Hit
Die: d10
A divine
guardian is proficient with all simple and martial weapons, all armor and all
shields.
|
Class
Level |
Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
|
1st |
+1 |
+2 |
+1 |
+2 |
Detect
Evil, resist
enchantment |
|
2nd |
+2 |
+3 |
+1 |
+3 |
Divine
Grace, smite evil |
|
3rd |
+3 |
+3 |
+2 |
+3 |
Turn
undead, immune to charm and compulsion |
|
4th |
+4 |
+4 |
+2 |
+4 |
|
|
5th |
+5 |
+4 |
+3 |
+4 |
Celestial
companion |
|
6th |
+6 |
+5 |
+3 |
+5 |
|
|
7th |
+7 |
+5 |
+4 |
+5 |
Prescient
sense |
|
8th |
+8 |
+6 |
+4 |
+6 |
|
|
9th |
+9 |
+7 |
+5 |
+6 |
|
|
10th |
+10 |
+8 |
+5 |
+7 |
Improved
prescient sense |
Detect evil: at will spell-like ability, like the spell of the same name.
Resist enchantment: +2 morale bonus on all saves against enchantment spells or effects.
Divine grace: adds charisma bonus on all saving throws (if positive).
Smite evil: once a day a DG may add his charisma bonus to an attack roll and his DG level to his damage roll. (wasted if not used on evil.)
Immune to charm and compulsion: A DG’s mind is his own. (total immunity to spells and effects.
Celestial companion: gains an animal companion of celestial nature. (See page 59 of defenders of the faith)… the companion gains all the level-dependant benefits of a blackguard’s fiendish companion.
Prescient sense: a DG gains a supernatural sense of immediate dangers beforehand, from his allies in the celestial planes and from his own positive energy field. This ability is identical to evasion except is not dependant on armor.
Improved Prescient Sense (su): acts
like improved evasion.
|
spells |
1 |
2 |
3 |
4 |
|
1 |
0 |
- |
- |
- |
|
2 |
1 |
- |
- |
- |
|
3 |
1 |
0 |
- |
- |
|
4 |
1 |
1 |
- |
- |
|
5 |
1 |
1 |
0 |
- |
|
6 |
1 |
1 |
1 |
- |
|
7 |
2 |
1 |
1 |
0 |
|
8 |
2 |
1 |
1 |
1 |
|
9 |
2 |
2 |
1 |
1 |
|
10 |
2 |
2 |
2 |
1 |
Spell
list:
1st:
bless, bless weapon, cure light wounds, detect poison, detect undead, divine
favor, endure elements, magic weapon, protection against evil, remove fear,
resistance, virtue.
2nd:
aid, bull’s strength, calm emotions, cure moderate wounds, delay poison,
remove paralysis, resist elements, shield other.
3rd:
cure serious wounds, discern lies, dispel magic, greater magic weapon, magic
circle against evil prayer, remove curse, remove disease
4th:
cure critical wounds, death ward, dispel evil, freedom of movement, holy
sword, neutralize poison, crown of glory.
Description
A
divine guardian is almost indistinguishable from a paladin unless you are one.
They are powered by the purity of their goodness but obey only laws that
they deem just and fair. These
allies in the upper planes send citizens of their planes to aid their champions
in any way possible. These
celestial companions can take almost any animal form the DG desires. Because the are neutral when it comes to law vs. chaos, a DG
sometimes acts as the glue that holds a party together, having a love of people
and the need to settle disputes between, say, a paladin and a rogue.