Prestige Class: Dwarf Guardian

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The Dwarf Guardian
Level BAB Fort Ref Will Special Initiator Level
1 +0 +2 +0 +2 Immovable, Dwarven Stance -----
2 +1 +3 +0 +3   +1 level of existing initiator class
3 +2 +3 +1 +3 Implacable +1 level of existing initiator class
4 +3 +4 +1 +4   -----
5 +3 +4 +1 +4 Inexhaustible +1 level of existing initiator class
6 +4 +5 +2 +5   +1 level of existing initiator class
7 +5 +5 +2 +5 Inescapable -----
8 +6 +6 +2 +6   +1 level of existing initiator class
9 +6 +6 +3 +6 Indomitable +1 level of existing initiator class
10 +7 +7 +3 +7 Impervious -----

 

Dwarf Guardian

"You seem to be under the impression that I will move. You are mistaken."

Resolute, stoic, and unyielding, dwarf guardians are as rigid as the earth itself. Charged with protecting hidden dwarven caches of wealth, knowledge, and valuable crafting material, dwarf guardians are taught in ancient dwarven traditions that allow them to excel at their duty.

Requirements

To qualify for the Dwarf Guardian prestige class, you must fulfill the following requirements.

Race: Dwarf.

BAB: +3.

Proficiency: You must be proficient with at least three reach weapons and heavy armor.

Skills: Concentration - 8 ranks, Martial Lore - 8 ranks.

Special: You must have an armor token pool.

Game Rule Information

Dwarf Guardians have the following game statistics.

Force Alignment: None.

Force Resistances: None.

Abilities: Strength and Constitution are most important to a dwarf guardian.

Hit Die: d12.

Class Skills: The dwarf guardian's class skills are Concentration (Con), Listen (Per), Martial Lore (Int), Spot (Per), and Vitality (Con).

Skill Points at Each Level: 2 + Int.

Alignment: Any lawful.

Class Features

All of the following are class features of the dwarf guardian.

Weapon and Armor Proficiency: Dwarf guardians gain no new weapon or armor proficiencies.

Maneuvers: At the levels on the table above, the dwarf guardian gains access to new maneuvers known as though he had also gained a level in any one initiator class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained.

This ability can only be applied to initiator classes that use armor tokens.

Dwarven Stance: If you have the defensive stance class feature from another class, your class level in dwarf guardian stacks for purposes of determining duration, number of uses per day, and the mobile defense feature (if your initiator class grants it). If you do not, you gain the ability to use defensive stance 1/day for every six character levels you possess, minimum one.

While you are in a defensive stance, your maximum armor token pool size increases by 2 for each class level you have in this class.

Increase the duration of your defensive stance by an additional round per two class levels you have in this class.

Immovable: At first level, the dwarf guardian is sturdy as granite, with great effort required to move him against his will. If an effect would force you to move, each square you would be moved is treated as two squares instead. If you are in a defensive stance, you instead cannot be moved against your will, and become effectively immune to effects that would force you to move; this includes grappling.

Implacable: At third level, the dwarf guardian is no longer cowed by intimidation or fear. He gains a +4 insight bonus to Will saving throws against fear effects and is immune to uses of the Intimidate skill. While in a defensive stance, the dwarf guardian is immune to fear effects.

Inexhaustible: At fifth level, the dwarf guardian is a paragon of patience, able to outlast any opponent. He becomes immune to fatigue and exhaustion. While in a defensive stance, the dwarf guardian is immune to ability damage, ability drain, and other effects that grant penalties to Strength and Constitution (he can still suffer ability damage or ability drain to other ability scores).

Inescapable: At seventh level, the dwarf guardian excels at keeping foes near him to prevent their escape or moving past them. Attacks of opportunity you make that are caused by movement do not count against your maximum attacks of opportunity per round. When you are in a defensive stance, any movement - including a 5-foot step - provokes an attack of opportunity from you, and a successful hit on such an attack prevents the movement.

Indomitable: At ninth level, the dwarf guardian is nigh-impervious to mind-affecting effects or effects that could destroy him utterly. He gains the benefits of improved mettle. While in a defensive stance, the dwarf guardian is immune to mind-affecting and death effects.

Impervious: At tenth level, the dwarf guardian has become a paragon of resoluteness, able to ward off or shrug off attacks and effects. As a standard action, while you are in a defensive stance, you may spend 10 armor tokens. If you do, while you are in the defensive stance, you gain the following additional abilities:

  • You can spend 1 armor token to make an attack against you miss.
  • You can spend 1 armor token to make a save.
  • You can spend 2 armor tokens to make an attack against a creature within your reach to miss.
  • You can spend 2 armor tokens to make a creature within your reach make a Fortitude or Reflex save.

While you are under the effects of impervious, you cannot gain armor tokens.

These effects last until either the defensive stance ends or you run out of armor tokens.