Custom Pathfinder Class: Guardian (paladin archetype)
Hey guys! This is a paladin archetype based on the guardian from guild wars 2. It's a public one! I'll be posting the red mage on the 24th for my patreon, and a couple of racial templates before the end of the month as a bonus! If interested, check the schedule post for march to see what's public, and what'll be for patrons only.
I changed some of the virtue names (such as, virtue of justice is called virtue of zeal, here) and changed what they do (aka, virtue of courage doesn't grant aegis or block, but it acts more like the aura of courage of pathfinder, making the paladin immune to fears/granting new fear saves to allies on activation). I feel like I did maintain the flavour of the class, while maintaining it as a paladin archetype.
I replaced the auras with virtues, mercies and lay on hands with judge and judgements (some of the utility skills in gw2), and i removed channel positive energy (due to virtue of mercy aka virtue of resolve from gw2). I also toned down smite evil and decreased it's level progression.
I did add feats to the guardian tree, possibly too many - I at least feel like bodyguard and in harm's way are necessary to the guardian. I thought the other two felt fitting, especially because they use judge charges.
Note: since I dislike having archetypes just say 'replaces this ability' and not have the other abilities in one document, I put the entire table, along with the paizo paladin abilities, in this post. You can find the base paladin class here.
I changed some of the virtue names (such as, virtue of justice is called virtue of zeal, here) and changed what they do (aka, virtue of courage doesn't grant aegis or block, but it acts more like the aura of courage of pathfinder, making the paladin immune to fears/granting new fear saves to allies on activation). I feel like I did maintain the flavour of the class, while maintaining it as a paladin archetype.
I replaced the auras with virtues, mercies and lay on hands with judge and judgements (some of the utility skills in gw2), and i removed channel positive energy (due to virtue of mercy aka virtue of resolve from gw2). I also toned down smite evil and decreased it's level progression.
I did add feats to the guardian tree, possibly too many - I at least feel like bodyguard and in harm's way are necessary to the guardian. I thought the other two felt fitting, especially because they use judge charges.
Note: since I dislike having archetypes just say 'replaces this ability' and not have the other abilities in one document, I put the entire table, along with the paizo paladin abilities, in this post. You can find the base paladin class here.
Guardian (Paladin Archetype)
Image
credit: Bruce Mashbat
Some
paladins find a calling toward study of their virtues, finding wisdom within
historic texts or the words of their deity. As they gain full knowledge of each
virtue, they gain additional powers, using them to protect themselves. However,
a guardian knows the true power of virtue is in protecting those in need—thus
they use their powers to aid allies instead of themselves, as a warrior of the
heavens is powerless alone, but strong in how they work together.
Alignment: Lawful good.
Hit Die: d10.
Class skills: Craft (Int), Diplomacy (Cha), Handle
Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion)
(Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 +
Int modifier.
Weapon
and Armor Proficiency: Guardians are proficient
with all simple and martial weapons, with all types of armor (heavy, medium,
and light), and with shields (except tower shields).
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
1st
|
2nd
|
3rd
|
4th
|
1
|
1
|
2
|
0
|
2
|
Virtue,
smite evil 1/day, aura of good, detect evil
|
-
|
-
|
-
|
-
|
2
|
2
|
3
|
0
|
3
|
Judge, Judgement,
divine grace
|
-
|
-
|
-
|
-
|
3
|
3
|
3
|
1
|
3
|
Virtue
of Courage, divine health
|
-
|
-
|
-
|
-
|
4
|
4
|
4
|
1
|
4
|
Judgement,
spells, bodyguard
|
0
|
-
|
-
|
-
|
5
|
5
|
4
|
1
|
4
|
Virtue
of Mercy, smite evil 2/day
|
1
|
-
|
-
|
-
|
6
|
6/1
|
5
|
2
|
5
|
Judgement
|
1
|
-
|
-
|
-
|
7
|
7/2
|
5
|
2
|
5
|
Virtue
of Zeal
|
1
|
0
|
-
|
-
|
8
|
8/3
|
6
|
2
|
6
|
Judgement,
in harm’s way
|
1
|
1
|
-
|
-
|
9
|
9/4
|
6
|
3
|
6
|
Virtue
of Honor, smite evil 3/day
|
2
|
1
|
-
|
-
|
10
|
10/5
|
7
|
3
|
7
|
Judgement
|
2
|
1
|
0
|
-
|
11
|
11/6/1
|
7
|
3
|
7
|
Virtue
of Resolve
|
2
|
1
|
1
|
-
|
12
|
12/7/2
|
8
|
4
|
8
|
Judgement,
Divine protector
|
2
|
2
|
1
|
-
|
13
|
13/8/3
|
8
|
4
|
8
|
Virtue
of Sacrifice, smite evil 4/day
|
3
|
2
|
1
|
0
|
14
|
14/9/4
|
9
|
4
|
9
|
Judgement
|
3
|
2
|
1
|
1
|
15
|
15/10/5
|
9
|
5
|
9
|
Virtue
of Faith
|
3
|
2
|
2
|
1
|
16
|
16/11/6/1
|
10
|
5
|
10
|
Judgement,
Guardian’s shield
|
3
|
3
|
2
|
1
|
17
|
17/12/7/2
|
10
|
5
|
10
|
Virtue
of Righteousness, smite evil 5/day
|
4
|
3
|
2
|
1
|
18
|
18/13/8/3
|
11
|
6
|
11
|
Judgement
|
4
|
3
|
2
|
2
|
19
|
19/14/9/4
|
11
|
6
|
11
|
Virtue
of Vengeance
|
4
|
3
|
3
|
2
|
20
|
20/15/10/5
|
12
|
6
|
12
|
True
Virtue
|
4
|
4
|
3
|
3
|
Aura
of Good (Ex): The power of a Guardian's
aura of good (see the detect good spell) is equal to her Guardian level.
Detect
Evil (Sp): At will, a Guardian can
use detect evil, as the spell. A Guardian can, as a move action, concentrate on
a single item or individual within 60 feet and determine if it is evil,
learning the strength of its aura as if having studied it for 3 rounds. While
focusing on one individual or object, the Guardian does not detect evil in any
other object or individual within range.
Smite
evil (Su): Once per day, a paladin
can call out to the powers of good to aid her in her struggle against evil. As
a swift action, the paladin chooses one target within sight to smite. If this
target is evil, the paladin adds half her Charisma bonus (if any) to her attack
rolls and adds half her guardian level to all damage rolls made against the
target of her smite. Regardless of the target, smite evil attacks automatically
bypass any DR the creature might possess. If an enemy the guardian is smiting
threatens an ally, the bonuses gained by her smite are doubled.
In addition, while smite evil is in effect, the
paladin grants a deflection bonus equal to her Charisma modifier (if any) to
the AC of her allies against attacks made by the target of the smite. If the
paladin targets a creature that is not evil, the smite is wasted with no
effect.
The smite evil effect remains until the target of
the smite is dead or the next time the paladin rests and regains her uses of
this ability. At 5th level, and every 4 levels thereafter, the
number of uses of smite evil per day increases by 1, to a maximum of 5 times at
17th level.
This alters smite evil.
Virtue
(Su): A guardian has a grand
focus on the importance of virtues, and a dedicated follower of their deity
grants them powers of each virtue as they grow in power. Each virtue grants the
guardian a passive benefit, which they can activate as a move action to benefit
nearby allies– however, their selected virtue does not grant the original
benefit to the guardian for one minute following.
At first level, guardians have a basic grasp of
virtues, granting them a bonus to their diplomacy, sense motive, and knowledge
(religion) checks equal to 1/3 their level (minimum 1). At 3rd
level, and every 2 levels thereafter, the guardian gains insight into specific
virtues, granting them passive bonuses, and the ability to activate them to
protect their allies, rather than themselves.
Even if they have actions to do so, the guardian cannot
activate more than one virtue per round.
Virtue of courage: The guardian becomes immune to
fear effects. When activated, the guardian grants all allies within 60 ft. a
new save against a fear effect from which they are currently suffering with a
bonus equal to their charisma modifier. For the minute following, the allies
and the guardian gain a +2 bonus to fear saves.
Virtue of mercy: The guardian gains fast healing equal
to ¼ their guardian level (Minimum 1). This fast healing is removed for 1
minute rounds when attacked by an evil-aligned weapon or spell. When activated,
the guardian heals all targets within 30 ft. as if using channel positive
energy, with their level as cleric level. This cannot be used to damage undead.
In addition, the allies healed can deal nonlethal damage without a penalty to
their attack rolls for one minute following the activation. This channel does
not heal the guardian, and they lose their fast healing for the minute
following activation. This virtue can only be activated a number of times per day equal to 1 + the guardian's charisma modifier. Once the guardian uses all the activations of the virtue, the virtue and its fast healing becomes inactive for 24 hours.
Virtue of Zeal: The guardian gains a +1 enhancement bonus
to any weapon they wield. At 8th level, the weapon deals 1d4 additional damage as divine fire. Every three levels following, this enhancement bonus is increased
by 1. These bonuses
are be added to the weapon, stacking with existing weapon bonuses to a maximum
of +5, or they can be used to add any of the following weapon properties:
axiomatic, benevolent, brilliant energy, defending, disruption, flaming, flaming burst,
holy, keen, merciful, and speed. Adding these properties consumes an amount of
bonus equal to the property's cost. These bonuses are added to any properties
the weapon already has, but duplicate abilities do not stack. If the weapon is
not magical, at least a +1 enhancement bonus must be added before any other
properties can be added.
Instead of improving the enhancement bonus or
granting an ability, increases the divine fire damage by one or more steps
based on the bonus applied (+1, 1d6; +2, 1d8; +3, 2d6; +4, 3d6; +5, 4d6) The
bonuses are chosen at the beginning of each day while preparing spells, and are
active on any weapon the guardian wields. If they do not choose a +1 enhancement
bonus as a base before adding abilities, then this virtue has no effect if they
attempt to use a non-magical weapon.
When activated, the guardian grants the divine fire
damage to all allies within 30 ft., but lose the bonus (enhancement bonus as well as divine fire damage) to their own attacks for
the duration.
Virtue of honor: The guardian gains a +1 sacred
bonus to their armor class. This bonus increases by +1 at 12th, 15th,
and 18th level. When activated, the guardian grants this bonus to
adjacent allies instead of themselves for one round, and half the bonus (minimum
1) for the minute following. In addition, for the minute duration, the guardian’s
armor gains the benevolent property.
Virtue of resolve: the guardian becomes immune to
charm effects. By activating their virtue, the guardian grants new saves to all
allies within 30 ft. that are subject to one of those effects with a bonus
equal to the guardian’s charisma modifier. For the minute following, the
guardian loses their immunity, but they and all allies within the 30 ft. gain a
+2 to saves against charm effects.
Virtue of sacrifice: When allies within 10 ft. of
the guardian take hit point damage, the damage can be transferred to the
guardian instead at will. This damage can be split between the ally and the
guardian, but the damage cannot take the guardian below half their total
maximum hit points. When activated, the guardian can take 1 hit point damage to
remove 2 hit point damage from a number of allies within 30 ft. For the minute
following, they cannot transfer health.
Virtue of faith: The guardian’s attacks are always
considered both good and cold iron for the purposes of overcoming damage
reduction, and gain a +1 bonus on attacks and +2 to damage against evil
creatures, and +2/+4 against evil outsiders and undead. By activating the
virtue, all allies gain the virtue’s bonuses for one round/2 levels of the
guardian, but the paladin loses the attack and damage bonuses against outsiders
and undead.
Virtue of righteousness: the guardian becomes immune
to compulsion effects, and gains DR 5/evil. By activating their virtue, the
guardian grants new saves to all allies within 30 ft. that are subject to one
of those effects with a bonus equal to the guardian’s charisma modifier. For
the minute following, the guardian loses their immunity and damage reduction,
but they and all allies within the 30 ft. gain a +2 to saves against the
effects. The allies gain the DR as well.
Virtue of vengeance: If there is an enemy
threatening an ally, the guardian gains a bonus to attack and damage rolls
against them equal to their charisma modifier. These bonuses do not stack with
smite evil. If an ally is knocked unconscious, the guardian can activate their
aura as an immediate action to grant these bonuses to all allies within 30 ft.
against the enemy that inflicted the blow. If the guardian is knocked out while
their virtue is passive, it instantly activates and grants the bonuses to all
allies within 30 ft. against the one who knocked out the guardian. The guardian
cannot change the target of the ally’s virtue of vengeance benefit until it is
activated again after the minute duration is complete.
This replaces channel positive energy, aura of
courage, aura of resolve, aura of justice, aura of faith, and aura of righteousness.
Divine
Grace (Su): At 2nd level, a Guardian
gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Judge
(Su): At 2nd level,
the guardian can channel their deity’s power, becoming an avatar of their
judgement as a standard action. They can use this energy to heal an ally they
feel are worthy, or burn those who are not. This ability is a melee touch
attack, either healing 1d6 hit points, or dealing 1d6 damage as divine fire to
a target. The healing or damage of this ability increases by 1d6 for every two
levels following first. They can use this ability a number of times per day
equal to ½ their level + their charisma modifier. The save for damage is equal
to 10 + ½ the guardian’s level + their charisma modifier. Undead do not get a
save against this damage.
The guardian cannot heal themselves using judge.
This replaces lay on hands.
Judgement:
As they gain the ability to judge others, the
guardian can also learn abilities which aid their allies or devastate those who
deserve their deity’s judgement. They learn one ability at 2nd
level, and every two levels thereafter. Unless stated otherwise, each judgment
is a standard action that uses one use of the guardian’s judge ability. Judgement saving throws are equal to DC 10 + ½ the
guardian’s level + their charisma modifier.
Banish (Sp): The guardian can cast dismissal as a
spell-like ability through one use of judge. At 11th level, they
cast banishment.
Chains of light (Sp): The guardian can cast chains
of light as a spell-like ability through two uses of judge. This judgement
requires 12th level.
“Feel my wrath!” (Su): Letting out a shout of divine
might using two uses of judge, the guardian grants themselves and all allies
within 30 ft. the effects of the haste spell for one round per level of the
guardian. This shout is a standard action. This requires 8th level.
Gaze of justice (Su): When within 30 ft. of a
chaotic or evil individual that they are aware has committed a crime of an evil
act, the guardian can focus a judgemental gaze on them as a swift action.
Pending a will save, the target has their movement speed reduced by half,
cannot run or charge, and is staggered for one round. While under this effect,
the guardian gains a +1 bonus to their attack and damage rolls against the
selected creatures. Using this judgement is a swift action (as the initial
gaze), using one judge, and allows the guardian to continue using the gaze for
one round per level they possess.
“Hold the line!” (Su): Letting out a shout of divine
energy as a standard action, the guardian bolsters themselves and allies
through two uses of judge. Allies that can hear the guardian gain a +2 sacred
bonus to their attack and damage rolls, fast healing 2, and a +2 sacred bonus
to their armor class for 1 round per two levels the guardian possesses. These
bonuses increase by 1 at 12th, 16th, and 20th
level. They must be 8th level before taking this judgement.
Hollowed ground (Su): Using two uses of judge as a
full-round action, the guardian creates a consecrated area within 15 ft. centred
on them. This acts as the spell consecrate, except undead burn for 1d6 damage +
the guardian’s level as divine fire per round they stand within. This remains
for a number of rounds equal to the guardian’s level.
Judge’s intervention (Su): Through 2 uses of judge,
the guardian can, if unhindered, charge at an ally that has been the target of
a successful melee attack as an immediate action. The guardian then uses judge,
dealing half the damage to the attacker as divine fire, and healing half to the
ally that was the original target. This movement provokes attacks of
opportunity.
Merciful intervention (Su): If an ally within 30 ft.
of the guardian is struck by a critical hit dealing lethal damage, the guardian
can, as an immediate action, cause the critical hit to deal nonlethal damage. This
consumes one use of judge.
Purging flames ISu): Through two uses of judge, the
guardian can explode with holy flames, dealing judge damage to enemies within
20 ft., and granting allies a new save against one chosen condition affecting
them.
Ray of judgement (Su): Through two uses of judge,
the guardian can shoot out a ray toward a target within 30 ft. as a ranged
touch attack. This deals damage as judge, and blinds the target if they fail a
will save. Evil creatures take a -2 penalty to their save. Undead and evil
outsiders take a -4 penalty to their save, and act as if blinded on fail even
if they are immune to the condition.
Renewed focus (Ex): The guardian can consume all uses
of judge (minimum 4) to recharge all inactive virtues. This requires 8th
level.
“Save yourselves!” (Su): Letting out a shout of
divine energy, the guardian forces their allies to flee while they stay behind.
The guardian accepts a number of conditions affecting their allies equal to
their charisma modifier. They gain no additional saves, and take the current
duration. They are affected by these conditions even if immune via a virtue
(such as virtue of courage for fear effects). The guardian gains fast healing equal
to half their level, a sacred bonus to attack and damage rolls equal to their
charisma modifier, sacred AC equal to half the bonus, and +4 bonus to saving
throws for 1 round per two levels of the guardian.
Allies, if refusing to run, must make a will save
against the guardian’s DC (10 + ½ their level + the guardian’s charisma
modifier) If they fail, they must flee, either by movement if they would not
provoke attacks of opportunity, or withdraw if they would. They must continue
fleeing until safe, or for a number of rounds equal to the guardian’s level.
Using this ability consume two uses of judge, and requires
10th level or later.
Second chance (Su): If an ally within 30 ft. has a
critical hit confirmed against them, the guardian can use judge to form the
attack into a normal hit as an immediate action. This requires 14th
level.
“Stand your ground!” (Ex): Letting out a shout of
confidence as a standard action through one use of judge, the guardian grants
themselves and allies that can hear them a +4 morale bonus to their CMD for one
round per level of the guardian. If an ally who is under the effects of this
shout is knocked prone, they can make a reflex save equal to 10 + the hit dice
of the attacker or caster to stay on their feet with the +4 bonus given by the
shout.
Summon spiritual weapon (Su): The guardian summons
one weapon that is appropriate for their size as a standard action to attack a
specified enemy. Once summoned, the weapon attacks immediately, and continues
attacking the target until it vanishes. The weapon must be one of which the
guardian is proficient, and it lasts 2d4 rounds before vanishing. These do not
serve as threatening the target for purposes of flanking. They have a base
attack bonus equal to the guardian’s level + their charisma modifier, bonus
damage equal to their charisma modifier (not strength) and has gains the
bonuses given by the guardian’s virtue of zeal. This weapon can be placed
within 30 ft. of the guardian, and vanishes if it goes more than 60 ft. It can
move a distance of 30 ft. per round before attacking, gets one standard attack
per round, and doesn’t gain the benefits of the guardian’s feats (such as vital
strike). This requires 7th level.
Zealot’s flame (Su): The guardian can set themselves
aflame with holy fire as a standard action. This fire explodes on contact with
melee attacks, dealing 1d6 divine fire damage to attackers. This fire does not
harm the guardian, and the damage increases by 1d6 for every five levels they
possess. This fire remains on the guardian for 1 round per level they possess.
This replaces the paladin’s mercies.
Divine
Health (Ex): At 3rd level, a Guardian
is immune to all diseases, including supernatural and magical diseases,
including mummy rot.
Spells: Beginning at 4th level, a Guardian gains the
ability to cast a small number of divine spells which are drawn from the Guardian
spell list presented in Spell Lists. A Guardian must choose and prepare her
spells in advance.
To prepare or cast a spell, a Guardian must have a
Charisma score equal to at least 10 + the spell level. The Difficulty Class for
a saving throw against a Guardian's spell is 10 + the spell level + the Guardian's
Charisma modifier.
Like other spellcasters, a Guardian can cast only a
certain number of spells of each spell level per day. Her base daily spell
allotment is given on Table: Guardian. In addition, she receives bonus spells
per day if she has a high Charisma score (see Table: Ability Modifiers and
Bonus Spells). When Table: Guardian indicates that the Guardian gets 0 spells
per day of a given spell level, she gains only the bonus spells she would be
entitled to based on her Charisma score for that spell level.
A Guardian must spend 1 hour each day in quiet
prayer and meditation to regain her daily allotment of spells. A Guardian may
prepare and cast any spell on the Guardian spell list, provided that she can
cast spells of that level, but she must choose which spells to prepare during
her daily meditation.
Through 3rd level, a Guardian has no caster level.
At 4th level and higher, her caster level is equal to her Guardian level – 3.
For their spell list, see the paladin spell list
from pathfinder.
Bodyguard
(Ex): Proficient in protecting
and aiding allies, the guardian gains bodyguard as a bonus feat at 4th
level, even if they do not meet the prerequisites.
In
harm’s way (Ex): Enhancing their ability
to redirect damage and help save their allies in a bind, the guardian gains in
harm’s way as a bonus feat at 8th level.
Divine
protector: At 12th level,
their judgement enhances their ability to protect their allies, granting them divine protector as a bonus feat.
Divine
shield: At 16th level,
the guardian becomes the epitome of protection, gaining guardian’s shield as a bonus feat.
True
virtue (Su): At 20th level,
the guardian becomes a beacon of virtue. When they activate a virtue, they
maintain their individual bonuses for the minute after activation. The guardian
cannot use the active effect of the specific virtue for the minute duration,
however. In addition, their virtues are enhanced.
Courage: allies can charge without penalty for one
round following the activation of this virtue.
Mercy: The fast healing given by this ability is
doubled.
Zeal: Allies gain a +1 enhancement bonus for the
activation.
Sacrifice: The guardian can use their activation to
exchange 3 damage for 1, rather than 2.
Honor: In addition to sacred AC, allies gain DR 5/-.
The guardian does not gain this bonus.
Faith: The guardian’s weapon is always treated as
having the holy enchantment.
Resolve: When a charm effect is cast on the
guardian, the caster must make a will save DC 10 + ½ the guardian’s level +
their charisma modifier or take 1d4 wisdom damage.
Righteousness: When a compulsion effect is cast on
the guardian, the caster must make a will save DC 10 + ½ the guardian’s level +
their charisma modifier or take 1d4 wisdom damage.
Vengeance: The guardian is no longer knocked
unconscious when taken below 0 hit points, only dies when taken beneath double
their constitution score, and is not staggered at 0 hit points or less, nor do
they lose hit points for taking actions.
This replaces holy
champion.
New
feats
Divine protector: Consuming one use of the judge, empowerment, or lay
on hands abilities, the user can use the in
harm’s way feat as a free action, but only once per attack. Requirements: Base attack bonus +12, Bodyguard,
in harm’s way, and either the empowerment, lay on hands, or judge class
ability.
Divine intervention: When using saving shield, the user can instead grant
their charisma bonus as sacred AC by consuming one use of either lay on hands,
judge, or empowerment. Requirements: Base
attack bonus +10, saving shield, and either the empowerment, lay on hands, or
judge class ability.
Extra judge: Gain 2 extra uses of judge per day. Requirements: The guardian’s judge ability.
Extra judgement: The guardian learns one additional judgement
ability. Requirements: The Judgement
class feature of Guardians.
Guardian’s
shield: While using the bodyguard feat
to improve an ally’s AC, they are granted the user’s charisma modifier as
sacred AC rather than the normal aid another bonus. If using the in harm’s way feat to take damage for an
ally, they take damage reduction, resistances, and condition saves into
account. Requirements: Base attack bonus
+16, bodyguard, in harm’s way, and either the lay on hands, empowerment, or
judge class ability.
Quickened
Virtue: Choose one virtue. This virtue takes half the amount of time to
recharge (5 rounds). This feat can be taken multiple times. Each time it is
taken, the guardian chooses a new virtue. Requirements:
Virtue class ability.
Chosen
judgement: The guardian has been charged with using one specific judgement power by
their deity. The judge usage cost of this judgement ability is decreased by 1.
If the cost is reduced to 0, they are able to use this judgement using this
feat three times per day. Requirements:
Guardian level 11th.
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