Guardian Knight

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Guardian Knights devote their lives, not to themselves, but to others. Protectors of royalty, the divine and sometimes even the rich Guardian Knights hone their skills to protect someone else. Guardian Knights are found as adventurers escorting a noble’s daughter across the lands or delving into dungeons protecting a wizard or alchemist. Regardless of where they are, they are at their best when protecting another.

Class Requirements
Base Attack: +5
Alignment: Lawful Good or Lawful Neutral
Skill: NA
Feats: Lightning Reflexes, Weapon Focus, Toughness
Other: NA

Class Skills:
The Guardian Knight’s class skills are.
Climb, Craft, Diplomacy, Handle Animal, Intimidate, Jump, Ride, Sense Motive.

Lvl Att Fort Ref Will Special
1 +1 +2 +2 +0 Stalwart Shield
2 +2 +3 +3 +0 Guardian Weapon
3 +3 +3 +3 +1 Honored Guardian
4 +4 +4 +4 +1 Uncanny Guard
5 +5 +4 +4 +1 Guardian Weapon: Absorb

Class Features:
· Hit Die: D10
· Skills: 2+Int modifier

· Special: A Paladin who becomes a Guardian Knight does not lose his abilities.

· Weapon and Armor Proficiency: All Simple and martial weapons, light armor, medium armor, heavy armor and shields.
· 1st level Stalwart Shield – While the Guardian Knight is not Flat Footed the character may choose any one other character within a threatened square to guard. The Guardian Knight must take the Fighting Defensively action. Should the chosen character be attacked and is still within his threatened square the guardian may immediately make a reflex save to attempt to block or get in front of the attack. The DC of the save is equal to the attack roll of the attack. (If there is no attack roll it may not be blocked). Should the save succeed the character is subject to the attack roll and possible damage from the attack. If the saves succeeded by more than 10, the Guardian gains a +4 AC circumstance bonus. This ability may only be used once per round per level of the Guardian Knight.
· 2nd level Guardian Weapon – At second level the Guardian Knight must choose a favored weapon. The weapon must be mastercrafted or magical and have at least 1000gp of gems encrusted in it. In addition the character must have the Weapon Focus feat with the chosen weapon. After spending a week familiarizing himself with the weapon, the weapon becomes his favored weapon. While wielding the favored weapon, the Guardian Knight and all allies within five feet gain a +2 deflection bonus to AC against all ranged attacks while the character is Fighting Defensively. Should the weapon be lost or destroyed a new weapon must go through the familiarization process to gain this benefit.
· 3rd level Honored Guardian – The character is well known with any and all temples worshiping a god of protection near his homeland and any lands he has adventured through. Should the character fall in battle while protecting someone, the temples will resurrect the character without their standard fee. If no god of protection exists in the campaign world, or no temples in the area are available worshipping such a god. A good aligned king, noble or other person in power with neutral or better standing with the Guardian Knight will pay all fees for the resurrection. Should the resurrection fail or the Guardian Knight refuse to be resurrected a statue in his honor is often erected in their honor.
· 4th level Uncanny Guard – Should a character that the Guardian Knight is protecting need to make a Reflex save to avoid the affects of a spell, trap or other effect; and the character is within 5’ of the Guardian Knight, he may attempt to save her. By making a Reflex Save (DC = Normal for the trap, spell, or danger +5) to push, pull, or otherwise knock the character out of the way or simply to jump in front of the danger. The protected character suffers no effects. However, the Guardian Knight must make an additional save increasing the DC by 5 or suffer the full effects of the trap or danger. Should the Guardian Knight fail to protect the target, the chosen character still gains a +2 circumstance bonus on her save. Supernatural Ability
· 5th level Guardian Weapon: Absorb – At sixth level the Guardian Knight gains the ability to absorb spells to protect his companions while focusing on his Guardian Weapon. The Guardian Knight may choose a spell caster, as a full round action, who is casting a spell. If the spell is harmful and would affect any ally within 5’ of the Guardian Knight, the Guardian Knight may make a Fortitude save DC15 + 2 * level of the spell). Should he succeed the gems within his Guardian Weapon will flash momentarily and the spell will not affect any ally within 5’ of the Guardian Knight. If he fails, the spell occurs as normal. This is a Supernatural Ability.

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