Guardians: Also Game Knights or Dream Monks.
Description
The Guardians are members of a secretive cabal that play deadly games in astral and other-worldly arenas. While seemingly frivolous, their duty is sacred and incredibly important as evil and incredibly violent creatures are released into the mortal planes when the Guardians lose in the arenas. They usually disguise themselves when not in the arena, as they are threatened by infernals on a daily basis.
Responsibilities
Their primary duty is to win the arena competitions to either summon or dismiss planar creatures that attempt entry to the mortal planes. The secondary duty performed by many older guardians are to scour the mortal planes looking for new members. They often travel to some of the worst places imaginable, but always in the quest to find the best of the best.
Requirements: Unarmed Combat, Feat: Inner Peace
Oath: Loyalty to the Guardians
Alignment: Any non-evil
Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Escape Artist, Heal, Hide, Intimidate, Jump, Knowledge (arcana, planes, religion), Listen, Move Silently, Perform, Profession, Ride, Sense Motive, Spot, Survival Swim and Tumble.
Skill Points: 4 + Int modifier
The Guardians are members of a secretive cabal that play deadly games in astral and other-worldly arenas. While seemingly frivolous, their duty is sacred and incredibly important as evil and incredibly violent creatures are released into the mortal planes when the Guardians lose in the arenas. They usually disguise themselves when not in the arena, as they are threatened by infernals on a daily basis.
Responsibilities
Their primary duty is to win the arena competitions to either summon or dismiss planar creatures that attempt entry to the mortal planes. The secondary duty performed by many older guardians are to scour the mortal planes looking for new members. They often travel to some of the worst places imaginable, but always in the quest to find the best of the best.
Requirements: Unarmed Combat, Feat: Inner Peace
Oath: Loyalty to the Guardians
Alignment: Any non-evil
Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Escape Artist, Heal, Hide, Intimidate, Jump, Knowledge (arcana, planes, religion), Listen, Move Silently, Perform, Profession, Ride, Sense Motive, Spot, Survival Swim and Tumble.
Skill Points: 4 + Int modifier
Hit Points: 1d10 / level
Weapons & Armor: Do not add or lose any weapon or armor proficiencies, however, most guardians prefer not to wear amor.
Class Benefits
Level | BAB | FOR | REF | WIL | Special |
1st | +1 | +2 | +2 | +2 | Mind-Link |
2nd | +2 | +3 | +3 | +3 | Mind-Trick, Focus |
3rd | +3 | +3 | +3 | +3 | Focus |
4th | +4 | +4 | +4 | +4 | Mind-Touch, Focus |
5th | +5 | +4 | +4 | +4 | Craft Brilliant Weapon |
6th | +6 / +1 | +5 | +5 | +5 | Focus |
7th | +7 /+2 | +5 | +5 | +5 | Foresight, Focus |
8th | +8 / +3 | +6 | +6 | +6 | Planar Mind-Link |
9th | +9 / +4 | +6 | +6 | +6 | Focus |
10th | +10 / +5 | +7 | +7 | +7 | Focus, Enhance Brilliant Weapon |
Class Focus: Advance in special
features of their original class. (fighters gain additional combat feats, monks
gain unarmed attacks, AC bonus & unarmoured speed bonus, spellcasters gain
new spells.) If they had more than one class before they joined, they chose one
class to advance in.
Mind-Link: Share a mental pathway between either all mind-linked creatures within 300 feet or with any one creature that they concentrate on. It is a standard action to create the pathway.
Mind-Trick: While using their mind-link gain a +5 on their bluff, diplomacy & intimidate checks.
Mind-Touch: Telekinesis. DC based on weight.
Craft Brilliant Weapon: After a week of effort, a guardian can craft a single melee weapon with a brilliant blade. A monk can utilize this weapon while attacking using flury of blows. They can turn their weapon's briliance power on and off as a free action. They can have only one active personal Brilliant Weapon at a time.
They can utilize the property on this weapon 1/level + 1/ either wisdom or charisma bonus.
Foresight: Pre-cognition of danger to self or others. Gain +10 on initiative checks if losing the initiative would put themselves or their allies in an imminent lethal situation.
Planar Mind-Link: As mind-link except no distance limitation on the same plane. Only one creature per round may be communicated with. Must have already “met” them personally or via normal mindlink for this to work, although their name is not required.
Enhance Brilliant Weapon: Capable of adding enhanced abilities to their personal brilliant weapon.
Required Feat: Inner Peace. This feat enables the character to go into a state of total concentration, enabling them to replace either a will or fortitude check, or any skill check that requires physical movement with a concentration check. This feat requires one full round of concentration and another full round to perform the action. They can perform this action 1 / monk or spellcasting level. For purposes of this feat, guardian levels are considered the same as monk levels.
Mind-Link: Share a mental pathway between either all mind-linked creatures within 300 feet or with any one creature that they concentrate on. It is a standard action to create the pathway.
Mind-Trick: While using their mind-link gain a +5 on their bluff, diplomacy & intimidate checks.
Mind-Touch: Telekinesis. DC based on weight.
Craft Brilliant Weapon: After a week of effort, a guardian can craft a single melee weapon with a brilliant blade. A monk can utilize this weapon while attacking using flury of blows. They can turn their weapon's briliance power on and off as a free action. They can have only one active personal Brilliant Weapon at a time.
They can utilize the property on this weapon 1/level + 1/ either wisdom or charisma bonus.
Foresight: Pre-cognition of danger to self or others. Gain +10 on initiative checks if losing the initiative would put themselves or their allies in an imminent lethal situation.
Planar Mind-Link: As mind-link except no distance limitation on the same plane. Only one creature per round may be communicated with. Must have already “met” them personally or via normal mindlink for this to work, although their name is not required.
Enhance Brilliant Weapon: Capable of adding enhanced abilities to their personal brilliant weapon.
Required Feat: Inner Peace. This feat enables the character to go into a state of total concentration, enabling them to replace either a will or fortitude check, or any skill check that requires physical movement with a concentration check. This feat requires one full round of concentration and another full round to perform the action. They can perform this action 1 / monk or spellcasting level. For purposes of this feat, guardian levels are considered the same as monk levels.
Design Note: This prestige class is based on the Guardians from the TV show Reboot and the Jedi from the Star Wars movies.
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