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GUARDIAN PATH

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GUARDIAN PATH Empty GUARDIAN PATH

Post by The Hive Mind Thu May 15, 2014 12:25 pm

The hero born to the guardian’s path finds value in serving others. This often manifests as a loyal bond to an individual or group, or as a fierce devotion to a cause or ideology deemed righteous by the guardian and those he respects and trusts. A guardian may be among the most outspoken of those who rebel against the Shadow. The hero seeks out ways to further the fight against Izrador and the Night Kings and does not shy away from the danger such quests inevitably bring.
GUARDIAN PATH Legend10
Level Ability
1 Inspire valor (+1, 1/day)
2 Detect evil
3 Righteous fury (3)
4 Smite evil 1/day
5 +1 Con
6 Lay on hands
7 Righteous fury (6)
8 Smite evil 2/day
9 Inspire valor (+1, 2/day)
10 +2 Con
11 Righteous fury (9)
12 Aura of courage
13 Inspire valor (+2, 2/day)
14 Smite evil 3/day
15 +3 Con
16 Death ward
17 Righteous fury (12)
18 Smite evil 4/day
19 Inspire valor (+2, 3/day)
20 +4 Con

Inspire Valor (Su): The guardian character can inspire his allies the listed number of times per day. When the ability is activated, all allies within 30 ft. gain a +1 morale bonus on attack rolls and saving throws against fear. It is a free action to initiate this ability, and its effects last for one round per character level of the guardian.

Detect Evil (Sp): Starting at 2nd level, a guardian can use detect evil, as the spell, at will.

Righteous Fury (Su): When using a melee weapon to attack an evil creature with damage reduction, the guardian may ignore the listed amount of damage reduction, regardless of the type of weapon needed to bypass it.

Smite Evil (Su): The guardian may attempt to smite evil with a normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals one extra point of damage per character level. If the guardian character accidentally smites a creature that is not evil, the smite has no effect, but it is still used up for that day.

Lay on Hands (Su): Beginning at 6th level, a guardian with a Charisma score of 12 or higher can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his character level times his Charisma bonus.

Alternatively, a guardian can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The guardian decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su): Beginning at 3rd level, a guardian character is immune to fear (magical or otherwise). Allies within 10 feet of the guardian gain a +4 morale bonus on saving throws against fear effects.

Death Ward (Su): At 16th level, a guardian becomes immune to all negative energy and death effects, as if constantly under the protection of a death ward spell with a caster level equal to his character level. This effect may be dispelled, but the guardian can resume it as a free action.
The Hive Mind
The Hive Mind
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