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.

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.





Comments

Popular posts from this blog

Custom Pathfinder Class: Mesmer

5e Homebrew Class - Priest/Priestess

D&D 5e and Pathfinder race: Eredar (Draenei, Man'ari)