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viking.meeroka.de Prestigeklasse - Wächter der Kinder des Lichtes
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Originaldokument als OpenOffice Datei.


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.

© 2002, Philipp van Hüllen, Torsten Seitz

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