Citadel Guardian

Citadel Guardian

Citadel Guardian by Psycha Durmont

The Citadel Guardian lives a life dedicated to the protection of the Citadel of Light and its attendees. Serving as the guards, enforcers, and bodyguards of the Citadel and its patrons, Citadel Guardians are the military arm of the Citadel of Light. Dedication to the Citadel and the safety of its inhabitants is the defining quality of a Citadel Guardian.

While Citadel Guardians are required to be proficient in some small level of divine knowledge and power, some Citadel Guardians come from those who couldn’t pass the Citadel’s tests or those whose interest in the pursuit of mystic capability was surpassed by a more martial focus. Clerics, druids, fighters, mystics, and rangers all make excellent Citadel Guardians.

While generally assigned to serve as bodyguards, a Citadel Guardian’s missions often feature a wide variety of adventures. The Citadel is not without its enemies and the Citadel Guardian must always be vigilant. Some Guardians are sent out alone or in groups for matters of espionage; the Citadel, while opposed to political manipulation and subterfuge, understands the value of learning the ideas and potential threats that come from the outside world before it’s too late.

Hit Die: d8

Requirements

To qualify to become a Citadel Guardian, a character must fulfill all of the following criteria.

Alignment: Any good.

Base Attack Bonus: +4

Saves: Base Will Save +3

Skills: Heal 8 ranks, Survival 3 ranks.

Spellcasting: Ability to cast 1st level divine spells.

Class Skills

The Citadel Guardian’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier.

Class Features

All of the following features are class features for the Citadel Guardian prestige class.

Weapon and Armor Proficiency: Citadel Guardians are proficient with all martial weapons.

Spells Per Day: A Citadel Guardian continues their advancement the use of divine magic. Starting at 1st level and every other level thereafter, the Citadel Guardian gains new spells per day as if he had also gained a level in the divine spellcasting class he belonged to before he added the prestige class. The Citadel Guardian does not gain any other benefits a character of the former class would except for increased effective level of spellcasting. A Citadel Guardian who had more than one divine spellcasting class must decide to which class he adds the new level for purposes of spells per day.

Guardian Faith (Su): At 1st level, a Citadel Guardian hones his defensive awareness of the situations around him. He may expend an existing divine spell slot and add the level of the spell slot as a sacred bonus to his armor class. At 3rd level, he may expend an existing divine spell slot and add the level of the spell slot as a sacred bonus to his attack and damage rolls. The bonuses last for a number of rounds equal to the character’s divine caster level plus class level.

Guardian Evasion (Ex): At 2nd level, a Citadel Guardian becomes capable of evading danger reflexively. Anytime the Citadel Guardian is forced to make a Reflex saving throw to halve the damage taken, he takes no damage on a successful save.

Inspired Evasion (Ex): At 4th level, a Citadel Guardian is capable of bestowing a greater level of protection to his charges simply by virtue of his presence. The Citadel Guardian may choose a single visible ally within 50 ft. and bestow the benefits of his Guardian Evasion class ability to them. The benefits last as long as the Citadel Guardian is within range of the chosen ally. Changing allies to receive the ability is a move action.

Stand for the Citadel (Ex): At 5th level, a Citadel Guardian is able to summon tremendous fortitude in times of dire need. Once per day, the Citadel Guardian may call upon his inner resources to gain damage reduction 5/- for a number of rounds equal to their Constitution bonus (minimum one). Similar to a barbarian’s damage reduction, this damage reduction cannot be bypassed.

The Citadel Guardian
Class Level Base Att. Fort Save Ref Save Will Save Special Spells per day
1 +0 +2 +0 +2 Guardian faith (armor class) +1 Spellcaster Level
2 +1 +3 +0 +3 Guardian evasion
3 +2 +3 +1 +3 Guardian faith (attack and damage rolls) +1 Spellcaster Level
4 +3 +4 +1 +4 Inspired evasion
5 +3 +4 +1 +4 Stand for the Citadel +1 Spellcaster Level

Posted with permission of Margaret Weis Productions.

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