Guardian
These Guardians are tough passive people, who vow to defend those whom can not defend themselves. Trained to withstand the harshest of torments, the guardians rely on their tough hide and they hearts to fight. A guardian is more than willing to sacrifice themselves for another.
ADVENTURES: Guardians often travel on an adventure to simply make sure his company is safe rather than the riches that might be at the end. Guardians would also go off to destroy anything terrorizing the innocent.
CHARACTERISTICS: The Guardian is capable of taking in damage and acts as the human shield for the team. Forcing the enemies to attack him, rather than his companions, the Guardian allows his companions to fight for him.
ALIGNMENT: Guardians are often good all around, and never evil. If a guardian were to be misconstrued as evil, it would only be because he is protecting something evil.
BACKGROUND: Guardians where made by a peace people after they were in slaved for many years. After the freeing of these people, there was a need for a protector. Still the people didn’t want an enforcer, rather someone who could save them. Thus the Guardians where born.
RACES: Vicar.
OTHER CLASSES. Guardians have no problem with other classes.
GAME RULE INFO
Abilities: Constitution is important. Also Dexterity.
Alignment: true good
Hit Die: D12
Class Skills:
Class: Concentration, handle animal, heal, profession, ride, sense motive, spot.
Cross-class: Alchemy, Appraise, Balance, Bluff, Climb, Craft, disable device, disguise, diplomacy, escape artist, forgery, gather info, hide, innuendo, intimidate, intuit direction, jump, Knowledge(S), move silently, open lock, perform, pick pocket, read lips, scry, speak language, spellcraft, swim, tumble, use rope, wilderness lore.
Skill points at 1st level: (4+int mod) X4
Skill points at each additional level: 4+int mod
Class Features:
Weapon and Armor Proficiency: A guardian is proficient with all types of armor classes, shields, and small martial weapons.
Starting Packages: VICAR Package.
Armor: Tower shield(30% cover) Attacking make this 10%. 45 lb. 30 gp
Scale Mail: Armor bonus +4, Max dex +3, -4 penalty. Speed 30>20. 20>15. 30lb. 50gp
Weapons:
Short Sword: (1d6, 19-20crit. X2) piercing. 3lb 10gp
Axe, throwing: (1d6 x2 crit) slash. 8gp. 4lb
Skill selection: number of skills equal to +4 int mod
Feat: Shield Proficiency
Gear: Backpack, bedroll, flint & steel, Manacles, sledge, spade, torch 20 feet last 1 hour, waterskin, iron pot.
Gold: 4d4
Alternate Starting Package: Large steel shield. (1d4 bash, x2 crit) armor bonus +2. -2 penalty to skills. 15 lb
Feat: toughness.
Table 1.1: The Guardian
------------Base
Leve------ Att bonus ------ Special
1--------0------Rouse------
2 ------ 1 ------ 5 HIT Safeguard
3 ------ 2 ------ Parry
4 ------ 3
5 ------ 4
6 ------ 5
7 ------ 6/1 ------ 4 HIT Safeguard
8 ------ 7/2
9 ------ 8/3
10 ------ 9/4
11 ------ 10/5
12 ------ 11/6/1 ------ 3 HIT Safeguard
13 ------ 12/7/2
14 ------ 13/8/3
15 ------ 14/9/4
16 ------ 15/10/5
17 ------ 16/11/6/1 ------ 2 HIT Safeguard
18 ------ 17/12/7/2
19 ------ 18/13/8/3
20 ------ 19/14/9/4 ------ Unharmed 1/week
::Special Guardian::
Rouse: Anyone enemy 5 feet in front of the Guardian is forced to attack the guardian if any attack is made.
Safeguard: Along with defending others destiny, the Guardian is blessed to defend himself better. He can block any attack after every 5th hit he takes. With that 5th hit, and every other 5th hit, the Guardian takes no damage. The amount of hits need to block lowers over every 5 levels afterwards.
For example, at level 2 guardian blocks every 5 hits. At level 7 every 4th hit is blocked. Then at level 12 the guardian blocks every 3rd hit. Lastly the Guardian blocks every other hit at level 18.
Parry: Make an attack while being attacked. This ability is only used if guardians is attacked.
Unharmed: Makes Guardian unable to be harmed for the following 3 turns.
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