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Serene Guardian

(The Shattered Gates of Slaughtergarde variant, p. 7)

Those who master the esoteric, mind-enhancing techniques of the Luminous Order have earned the right to call themselves serene guardians.

Requirements

Base Attack Bonus: +6

Alignment: Any lawful

Alignment: The Luminous Order doesn't tolerate evil members, and evil characters aren't accepted among the order's ranks, but nevertheless a serene guardian who falls from grace keeps the powers of the serene guardian class and can still gain levels in the class.

Special: You must have an affiliation score of 9 or higher within the Luminous Order to become a serene guardian. If your affiliation score drops below 9 after you have become a serene guardian, you retain all class features and the ability to advance in the class.


Hit die

d8

Skill points

2 + Int

Class Features

Resonance (Su): When you enter the class, you be come able to establish resonanc e in your enemies. Whenever you deal damage to a foe two or more times in a single round, you create 1 point of resonance in that enemy. You usually need to make a full attack to create resonance, but a single attack followed by a successful attack of opportunity before your next turn also allows you to do so.

To produce an effect, you must release the resonance you have established. You can only release resonance in one target at a rime. When you release resonance in a foe, all the resonance points you have created in that opponent are loosed to produce the effect you choose. The chosen effect only affects the creature from which the resonance was released. Once resonance is released, the target in which it was released returns to 0 resonance points; you have to create resonance in that enemy again before you can produce another effect against it.

At 5th level, your mastery of resonance increases. If you deal damage to a foe three times or more in a single round, you create 2 points of resonance in that opponent.

Painful Release (Su): As a swift action , you can release resonance in the form of searing pain that flows throughout your target's body. For each point of resonance released, that foe takes a -1 penalty on atack rolls and saving throws for a number of rounds equal to the number of resonance point s released. This ability has no effect on creatures that are immune to extra damage from critical hits.

Damaging Release (Su): At 2nd level, you learn how to damage your foe directly with the power of resonance. As a swift action, you can release the resonance you have created within a target to deal that foe 1d6 points of damage per point of resonance released. This damage doesn't help you create resonance in the target again.

Monk Advancement or Bonus Feat: Most serene guardians were once monks, fighters, or rangers, because it's easier for such characters to damage the same enemy twice in the same round. Beginning at 3rd level, if you have levels in monk, you can count half your serene guardian levels as monk levels for calculating your flurry of blows attack bonus, Armor Class bonus, and unarmed damage. If you don't have monk levels, you can instead choose any bonus feat for which you meet the prerequisites from among the allowed fighter bonus feats (PH 38).

Staggering Release (Su): At 4th level, you learn how to slow your enemy by releasing resonance. As a swift action, you can release the resonance you have created within a target to reduce that foe's speed by 10 feet in all modes per point of resonance released. The effect lasts for a number of rounds l to the number of resonance points released.

Traumatic Release (Su): At 6th level, your power over resonance becomes more destructive. As a swift action, you can release the resonance with in a target to deal that foe 2d6 points of damage per point of resonance released. This damage doesn't help you create resonance in the target again.

Immune to Fear (Ex): When you reach 7th level, your mind becomes so serene that fear be comes a mere abstraction. You are immune to fear, magical or otherwise.

Confounding Release (Su): At 8th level and higher, the resonance you release can befuddle the mind. As a swift action, you can release the resonance you have created within a target to affect that foe with confusion, as the spell. The effect lasts for a number of rounds equal to the number of resonance points released.

Unclouded Mind (Ex): At 9th level and higher, if you fail a Will save, you can make a Concentration check and use that check 's result as your save result.

Soul Release (Su): At 10th level, your mastery of resonance is absolute. You can use resonance to separate your enemy's soul from his body, killing him instantly.To atternpt a soul release, you must have created 1 point of resonance in your target for every 2 Hit Dice that enemy has. Then, as a swift action, you can release that resonance, forcing that foe to succeed on a Fortitude save (DC 10 + your serene guardian level + your Wis modifier) or die. This is a death effect.

Advancement

Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Resonance, painful release
2nd +2 +3 +3 +0 Damaging release
3rd +3 +3 +3 +1 Monk advancement or bonus feat
4th +4 +4 +4 +1 Staggering release
5th +5 +4 +4 +1 Greater resonance
6th +6 +5 +5 +2 Traumatic release
7th +7 +5 +5 +2 Immune to fear
8th +8 +6 +6 +2 Confounding release
9th +9 +6 +6 +3 Unclouded mind
10th +10 +7 +7 +3 Soul release

Class skills

Skill name Key ability Trained only Armor check penalty
Balance DEX no yes
Climb STR no yes
Concentration CON no no
Craft INT no no
Escape Artist DEX no yes
Hide DEX no yes
Intimidate CHA no no
Jump STR no yes
Knowledge (religion) INT yes no
Listen WIS no no
Move Silently DEX no yes
Profession WIS yes no
Sense Motive WIS no no
Spot WIS no no
Swim STR no yes
Tumble DEX yes yes

Spells for Serene Guardian

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