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The Child Guardian
Hit Die: d10
REQUIREMENTS
To qualify to become a Child Guardian (Chg), a character must fulfill all
the following criteria.
Alignment: Any nonlawful,
nonevil
Base Attack Bonus: +6
Skills: Balance 4 ranks,
Intimidate 5 ranks, Knowledge (Nature) 4 ranks
Feats: Alertness, Improved
Initiative, Combat Reflexes
Special: A character must have been the target of the
bond guardianspell prior to taking
any levels in this class.
CLASS SKILLS
The
Guardian's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Intimidate (Cha), Jump
(Str), Hide (Dex), Listen (Wis), Move Silently (Dex), Search (Int), Sense
Motive (Wis), Spot (Wis) and Swim (Str)
Skill Points at Each Level: 4 + Int modifier
CLASS FEATURES
All
the following are class features of the Child Guardian prestige class.
Weapon and Armor Proficiency: Child Guardians are proficient with all simple
and martial weapons with light armor, and with shields.
Guardian Cloak:All guardians
are given signature cloaks (see „Neue magische Gegenstände“),
which are similar to cloaks of elvenkind.
Wild Shape: At 1st level, a child guardian gains
the spell-like ability to polymorph self into a leopard and back again at will (see
the polymorph self spell, PHB
p.237). Unlike the standard use of the spell, however, the guardian may only
adopt this specific form and he does not regain any hit points. The guardian
does not risk the standard penalty for being disoriented while in her
wild shape (see the
polymorph other spell, PHB p.
236).
At 5th level the Guardian gains the the ability to transform into
a mixed humanoid/leopard form. While in this hybrid form he gains +3 natural
armor, the normal leopard attack routine, a +2 racial bonus to Hide and Move
Silently checks and a +4 racial bonus to Balance checks. In Areas of tall
grass or heavy undergrowth, the Hide bonus improves to +4.
At 9th level the Guardian gains the ability to transform into a
dire leopard (treat as dire lion).
Defensive Awareness:
Starting at 2nd level, a
Guardian gains the ability to ract to danger before his senses would normally
allow him to even be aware of it. At 2nd level and higher, he
retains his Dexterity bonus to armor class (if any) regardless of being
caught flat-footed.
At 4th level, the guardian can no longer be flanked, since he can
react to opponents on opposite sides of him as easily as he can react to a
single attacker. This defense denies opponents the ability to use flank
attacks to sneak attack the guardian. The exception to this is that a rogue
at least four level higher than the Guardian can flank him (and thus sneak
attack him).
Defensive awareness is cumulative with uncanny dodge. If the Guardian has
another class that grants the uncanny dodge ability, add together all class
levels of the classes that grant these two abilites and determine the
character's defensive awareness ability on that basis.
Iron Will: At 3rd level, the
Guardian gains Iron Will as a bonus feat.
Defensive Blow (Ex): At
6th level, a Guardian becomes a fearsome defender. Whenever he is
engaged in melee combat where he seeks to protect the child to whom he is
bonded, the Guardian gains a +2 morale bonus on his attack and damage
rolls.
Scent (Ex): At 7th
level, the Guardian gains Scent as the creature ability (MM p.10).
Improved Reflexes: At
8th level, the Guardian gains a +2 bonus on all initiative checks.
This bonus stacks with the Improved Initiative feat.
Perfect Shape (Su): At
10th level, a Guardian becomes a magical creature. She is
forevermore treated as a shapechanger rather than a humanoid. For
instance, charm person
does not affect her. As a shapechanger, a
10th level guardian is subject to spells that affect
shapechangers.
Class Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
1st
|
+1
|
+0
|
+2
|
+0
|
Guardian Cloak, Wild Shape (Leopard)
|
2nd
|
+2
|
+0
|
+3
|
+0
|
Defensive awareness (Dex)
|
3rd
|
+3
|
+1
|
+3
|
+1
|
Iron Will
|
4th
|
+4
|
+1
|
+4
|
+1
|
Defensive awareness (can't be flanked)
|
5th
|
+5
|
+1
|
+4
|
+1
|
Wild Shape (Hybrid)
|
6th
|
+6
|
+2
|
+5
|
+2
|
Defensive blow
|
7th
|
+7
|
+2
|
+5
|
+2
|
Scent
|
8th
|
+8
|
+2
|
+6
|
+2
|
Improved Reflexes
|
9th
|
+9
|
+3
|
+6
|
+3
|
Wild Shape (Dire Leopard)
|
10th
|
+10
|
+3
|
+7
|
+3
|
Perfect Shape
|
NEW
SPELL
Bond Guardian
Enchantment (Charm)
Level: Sorcerer/Wizard 5, Druid 5
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Person touched
Duration: Instantaneous
Saving Throw: Will
negates
Spell Resistance: Yes
You
create (or terminate) a special, permanent bond between yourself and the
target. That person becomes the mage's Guardian, a sort of bodyguard, agent
and companion. This spell can be cast upon any person, although it is
traditionally cast by Child Mages upon men who have considerable combat and
wilderness skills. Traditionally, only informed and willing Guardians are
bound, but this spell effects just as effectively.
The bond that this spell creates has several special properties.
Compel to Obey: The caster can use the bond to compel the Guardian to
obey her. Since Guardians are tradionally willing and cooperative companions,
this practise is frowned upon among Child Mages and rarely ever used. To
compel the Guardian, the caster issues a direct order that must be
communicated clearly to the Guardian. Unless the Guardian succeeds at a Will
save, he must obey.
Connection: The caster and the Guardian have a deep and personal
connection. They each have a sense of the direction, distance (very roughly),
and emotional and physical state of the other. Each knows when the other is
awake, asleep, injured, or in pain. Awareness of the other's state dims over
great distances but can be sensed over greater distances but can be sensed
over an unlimited distance with a little bit of concentration.
Energy: The caster and Guardian share, to a limited extent, their life
energy. Either can loan hit points to the other. Fore example, if your
Guardian becomes severely wounded but is still faced with several attacking
Trolls, you could lend him some of your hit points to keep him alive. The
lender does not become injured as a result of such a loan, but her hit point
total falls, since the loss of hit points represents a reduction in life
energy. For example a child mage with 20 hit points who loans 7 hit points to
her Guardian temporarily has her hit point total reduced to 13.
Hit points can only be lent voluntarily; they can never be forced out of the
lender, nor can they be forced upon the borrower. The number of lent hit
points can never exceed the amount of damage the borrower has sustained. If
the borrower is healed, the lent hit points return to the lender
automatically. This ability has a range of 300 feet; beyond that distance,
the Child Mage and Guardian cannot lend hit points.
Proximity: If the caster wants the Guardian nearby, the Guardian knows
it and is drawn to the caster. A Will save allows him to resist this pull for
one day. Distance dulls the pull: For every one hundred miles between them,
the Guardian gains a +1 bonus on the Will save, to a maximum of +10. Failure
comples the Guardian to travel toward the caster by fastest reasonable
means.
Resistance: The Guardian can use the caster's Will save bonus if it is
higher than his own (this applies even when making Will saves to resist the
caster). Likewise, the caster can use the Warder's Fortitude bonus if it is
greater than his own. This ability has a range of five miles.
The Guardian's bond ends only with the death of either party, or the
termination of the bond by the caster. The death of either the Guardian or
the caster is a powerful emotional and physical blow to the other, inflicting
1d4 points of damage per level of the deceased upon the survivor (a
successful Fortitude save halves the damage). Many Guardians who outlive
their mages lose their will to live or throw themselves into hopeless battles
until death finally finds them.
Entering an antimagic-field does not break the bond, through it does dull the
connection.
The mage can terminate the bond. Casting this spell in a special modified
manner ends the bond. The Guardian does not need to be touched (or even
present) for the termination to take effect.
An individual can only bond to a single mage or a single guardian at a time.
This spell has no effect on Guardians bound to other mages.