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.)

Turn undead: A DG urns undead as a cleric of two levels lower.

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. Many DGs are inclined to start academies of warfare, magic and study, where young men and women can develop into forces for good.  They accept all peoples within these fortresses, providing they are not evil, a DG refuses to work with those of evil alignment for long periods of time.  Housed within these academies are knightly orders of DGs, paladins, rangers and most other classes.  These serve as local peacekeepers that work within the law, whenever possible, but lawfulness is much less important than good.  In a tyrannical kingdom these refuges fight for their livelihood or pretend to be something other than they are, in good kingdoms they are welcomed, but eyed with suspicion by those devoted to law above all else.                                                                                                                                                                                                                                          Tactics: A DG is a master tactician.  Depending on their base class they will not always wade into melee like a paladin, preferring spells and ranged weapons to give him a slightly better chance of living to fight evil another day.  However, if it becomes necessary to fight in close quarters a DG should be more than able to do so, using their smite evil ability when the need arises.

 

 

 

 

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