The chosen servants of Branddalla, guardians are devoted to both family life and protecting the weak. Many are at least partially nomadic, uprooting their families after only a few years in a given location and moving to an entirely different country or region. Still others are always on the move, traveling with their loved ones in large, well defended wagons and carts. Whatever the case, guardians are nearly always infected with a relentless wanderlust, as well as a desire to protect those weaker then themselves.Guardians are team players, and are only rarely encountered alone. Typically, a guardian adventures with one or more members of his family, though they make sure that their relative is able to sufficiently defend themselves before subjecting them to the rigors of adventuring life. Should the worst come to pass, nearly every guardian would willingly sacrifice themselves to ensure the safety of their family.
Guardians tend to be very pragmatic, and often serve as the voice of reason and common sense among their companions. When given a choice between two options, guardians invariably choose the least risky path. Though often accused of being a bit too protective of their friends and family, even their critics will agree that the guardian’s concern is genuine.
Clerics and sentinels are the most common guardians, though a few fanatical rangers also adopt this class.
Hit Dice: d8
Requirements
In order to qualify to become a Guardian, a character must meet the following criteria.
BranddallaBase Attack Bonus: +4
Skills: Heal 4 ranks, Knowledge (religion) 4 ranks
Feats: God Touched, Great Fortitude
Spellcasting: Ability to cast 2nd level divine spells. Clerics who wish to become Guardians must have access to the Protection domain.
Class Skills
The Guardian’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (geography), Knowledge (local) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Swim (Str). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting 1 +0 +2 +0 +2 Protection Spells, Well Loved - 2 +1 +3 +0 +3 Step of Branddalla +1 caster level 3 +2 +3 +1 +3 Aegis (+2) - 4 +3 +4 +1 +4 Shield Other +1 caster level 5 +3 +4 +1 +4 Pathfinder - 6 +4 +5 +2 +5 Aegis (+4) +1 caster level 7 +5 +5 +2 +5 Steadfast Defense - 8 +6 +6 +2 +6 Unhindered Traveler +1 caster level 9 +6 +6 +3 +6 Aegis (+6) - 10 +7 +7 +3 +7 Shield of Branddalla +1 caster level
Class Features
All of the following are class features of the Guardian prestige class.
Weapon and Armor Proficiency: Guardians are proficient with all simple weapons, all types of armor, and with shields. Guardians are fond of wielding quarterstaves, the favored weapon of their goddess.
Spellcasting: A guardian continues training with magic. Thus, at 2nd level and every other level thereafter, the character gains new spells per day and spells known as if he had also gained a level in whatever divine spellcasting class he belonged to prior to adding this prestige class. He does not, however, gain any other benefit a character of that level would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, etc).
Protection Spells: A guardian can pray for and receive any Protection domain spell as if it were on her divine spell list. The spell uses a spell slot of a level equal to its level in the Protection domain list.
Well Loved (Su): As the guardian grows closer to Branddalla, he discovers that his rapport with children increases. He gains a +4 bonus on all Charisma checks involving children (anyone under the age of 16).
Step of Branddalla (Su): Upon reaching 2nd level, the guardian receives a small boon from Branddalla. His base land speed increases by 10 feet.
Aegis (Su): At 3rd level, the guardian becomes surrounded by an intangible aura of protection and safety. This aura not only protects the guardian, but also extends its protection to his immediate family, shielding them from harm. The guardian gains a +2 divine bonus to his Armor Class, and a divine bonus to his saving throws equal to half this value. Family members within 30 feet of the guardian gain a divine bonus to their Armor Class as well, equal to half the guardian’s Aegis bonus.This bonus increases to +4 at 6th level, and to +6 at 9th level.
Shield Other (Sp): Upon reaching 4th level, the guardian gains the ability to shield others with his own life, effectively gaining the ability to duplicate a shield other spell at will. This ability is cast as if by a sorcerer of his class level.
Pathfinder (Su): By 5th level, the guardian has become attuned to his goddess’s sense of direction and navigation. By drawing upon this connection, the guardian is able to duplicate a find the path spell, save that the casting time is only one round, and no focus is required. This ability is usable once per day.
Steadfast Defense (Su): A guardian who reaches 7th level becomes a bastion of endurance and perseverance. When damage is assigned to the guardian from the effects of a shield other spell, the guardian reduces the damage he receives by an amount equal to his Charisma bonus. This effect only reduces damage dealt to guardian; damage dealt to the original character under the effects of the shield other spell is unaffected.
Unhindered Traveler (Su): A guardian of at least 8th level is gifted with unhampered movement. He functions at all times as if he were under the effects of a freedom of movement spell.
Shield of Branddalla (Su): Upon reaching 10th level, the guardian is able to call upon the his goddess to shield he and his companions from harm. All allies within 60 feet of the guardian, including the guardian himself, suffer only half damage from attacks which cause damage. This ability lasts a number of rounds equal to the guardian’s class level, and requires a standard action to activate. Should an ally leave the area of protection, the protection is lost, even if the ally later returns the area of effect.The damage halving effect of this ability is applied before any other effects, such as damage reduction, energy resistance, or shield other spells. The guardian may use this ability once per day.
Ex-Guardians
A guardian who willingly changes alignment or who ceases the worship of Branddalla immediately loses all benefits of this class. In addition, his family no longer remembers him, treating him as if he were a total stranger. He regains his abilities and advancement potential if he atones for his actions (see the atonement spell on page 201 of the Player’s Handbook).
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