Long ago a warrior/mystic was hired to protect a traveling duke from a group of rebels who were harassing the countryside. He did such an exceptional job that the duke offered him a permanent position within the royal household. This worked well for a time, but the man grew to realize that there was more that he could do. Through experimentation and practice the warrior developed into what is now known as the guardian. He taught others so that more people could be saved from assassins, bandits, and brigands. Soon this small order had members scattered across the Flanaess. Its only failing was the trauma a guardian would go through if their ward died while under their care. To help those members who couldn't save everyone a central hall was built in Greyhawk. As time passed the central hall has become a place where stories are exchanged, jobs are found, and contracts are made. All in addition to the counseling still needed by the occasional member who couldn't save his ward.

The best guardians serve as both a bodyguard and a confidant. A dedicated person who would put his life on the line for any who would pay the price. They are feared by assassins and spies because of their single minded focus, and respected by the common soldier because of their keen senses.


Level
Base Attack
Fort Save
Ref Save
Will Save

Special
1
+1
+2
+2
+0
Oathtaking, Wakeful Watch
2
+2
+3
+3
+0
Defend Ward, Lowlight Vision
3
+3
+3
+3
+1
Defensive Awareness
4
+4
+4
+4
+1
Danger Sense
5
+5
+4
+4
+1
Sidestep Blow
6
+6
+5
+5
+2
Sense Poisons
7
+7
+5
+5
+2
Slippery Mind, Damage Reduction 2/-
8
+8
+6
+6
+2
Sense Magic Trap
9
+9
+6
+6
+3
Damage Reduction 4/-
10
+10
+7
+7
+3
Exchange Life

 

CLASS REQUIREMENTS

Alignment: Any Lawful
Feats: Alertness, Combat Reflexes
Skills: Spot +5, Listen +2
Base Attack Bonus: +5

CLASS SKILLS

Skill Points per level: 4 + intelligence bonus

Concentration (con), Disable Device (dex), Escape Artist (dex), Intimidate (cha), Jump (str), Listen (wis), Move Silently (dex), Ride (dex), Spellcraft (int), Search (int), Sense Motive (wis), Spot (wis), Swim (str)

SPECIAL ABILITIES

Hit Dice: 1d10 per level

Weapons and Armor: All simple and martial weapons; they also know how to effectively wear light and medium armor.

Oathtaking: All guardians must take the Oath when they start looking to the safety of others. It is both simple and at the core of their abilities. The guardian states that he will see to the safety and well being of those in their charge, even if it means sacrificing their own life to save their ward. In the event the ward dies because of the action or inaction of the guardian he will immediately lose all special class abilities. This is because he is too shaken up to trust in his own knowledge or senses. The only way to regain them is to go back to the order's central hall and gets counseling to deal with the shock (guardians aren't taught to accept failure).

Wakeful Watch: To better see to the safety of their charge, the guardian has learned to survive on only four hours sleep per night. This ensures the least possible danger to their ward.

Lowlight Vision: This is identical to the elf and gnome lowlight vision. The ability is half supernatural, half visual training.

Defend Ward: When danger threatens the guardian's ward, he may sacrifice his own combat ability to better protect the would-be victim. Defend Ward allows the guardian to subtract up to his base attack bonus from his "to hit" roll and let someone else within 10 feet of him add the modifier to their armor class.

Defensive Awareness: The guardian now is intuitive enough that he can sense an attack coming before it is perceived. As a result he now never loses his dexterity bonus to armor class.

Danger Sense: The guardian's senses have become almost supernatural in their ability to notice and react to any environment he finds himself in. This gives him a +4 bonus to all Spot, Listen, and Search rolls.

Sidestep Blow: Whenever the guardian's ward is forced to make a save check to avoid being hit (examples include would be a fireball or large rolling boulders) the guardian can instead make the check, if he succeeds he has managed to shove the ward to safety and the ward takes no damage. If he made it by five or more the, they both avoid taking damage.

Sense Poisons: At sixth level the guardian gains the power dreaded by would-be assassins. He can tell if something's been poisoned just by looking at it; this is a supernatural ability. To successfully detect the poison he has to make a Spot check, DC 18. This roll is made secretly.

Slippery Mind: See Player's Handbook, page 48, for description.

Damage Reduction: As the guardian becomes tougher and more experienced he can shrug of minor blows ignoring them completely. This is their damage reduction. They get it for 2 points at seventh level, and 4 points at ninth level.

Sense Magic Trap: The truly experienced guardians are said to be so vigilant that even magic can't escape their notice. The rumors are true. Whenever the guardian approaches a magical trap a secret spot roll is made, DC 20, to see if he notices the trap. If the guardian has the skill Spellcraft at 5 ranks or higher, it gives him a +2 synergy bonus to the roll.

Exchange Life: The most powerful and selfless ability the guardian can gain is this one. If his charge has been badly wounded and is dying, the guardian may take on the ward's wounds. To do this the guardian must touch the ward and concentrate for one full round. At the beginning of the next round the ward is healed completely and the guardian takes as much damage as the ward had originally absorbed.

........     .....      ........

 


   

Eye for an Eye,
A Life for Gold

Phraekyn felt the assassin's presence before he saw the blade appear. Even as the murderer's weapon came down towards the duke's neck, Phraekyn was in motion. With a deft push the duke went flying and the poisoned blade bit into the guardian's arm. Phraekyn grabbed the blade from his shoulder and drove it into the eye of the would-be killer. The assassin hit the floor with a resoundingly final thud.

Phraekyn heard the duke calling for the house cleric, heard the footsteps coming to help him, but his eyes couldn't focus. He had done it, he had saved the life of his charge. The mission was complete. Even as his breath grew labored, Phraekyn managed a smile. In his contract the duke had agreed to take in the guardian's children and raise them as his own. The guardian's children would never know hunger and hardship. The deal was done.

The gold would be paid.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


LoG

Before the Sun Rises

Wind blew into a stone room and with it the chill air of autumn. In the room's corner a cat let slip a slight purr at the cool wakeup call. The rooms other inhabitant did not wait for such a signal, she was already awake and dressed. A comely woman to be sure, if well hidden within her protective shell of steel. She paced back and forth. Consumed in her own thoughts, she would only rarely spare a glance out one of her bed chamber's arrow slits. Frustration and concern mixed on her face sending a clear signal that she was not in the mood for idle gossip or early morning pleasantries. A lesson the maiden had taught a lancer with a poorly timed question only a half-hour prior. She hated to be kept waiting.

In the distance a horn sounded, quickly followed by two more great calls. The muscular woman went to her window and gazed into the predawn light. Four figures sitting atop great black stallions cantered into the central courtyard. Trailing far behind them was an ashen grey wagon, manned by only a single body.

Four riders. Not three. The elder had accepted the petition.

A slight smile danced across the dame's stern face. Not since the night of her First Vows had such a rush of desire consumed her. Passions were awakened, love rekindled.

Throwing all manor of etiquette aside, the battlemaiden grabbed a coiled rope sitting near her table. Speaking only a brief word the rope snaked from her hand, tying itself off on the nearby bed. Throwing the remainder out the window the fully armored woman grabbed up the line in her gauntlet, vaulting through the opening and down the tower wall. Too impatient to wait for the ground the mistress sprang off the wall while still 20 feet up. The height granted her extra distance that a normal leap could never have acheived, easily clearing the crumpled form of the lancer.

Seeing the woman running towards him the man dismounted and hastened to her, extending his arms wide. Within a moments time steel clashed into steel, the two armored lovers sharing a deep embrace.

As they caught their breath between kisses the man finally whispered sweet words to his chosen, "Skarna, its all going to be set right now. We are united. All who had tried to drive us apart will be made into ash. Human, dwarf, gnome. All will roast to celebrate our undying love."

--Dark Lovers
Reunited

LoG