Spellguard of Al-Khadun
The Spellguards of Al-Khadun are an order of warrior trained to fight with and against spell casters. They are trained in the great monastery of Al-Khadun, the god of magic. Combining a rudimentary knowledge of magic and great skill and speed, they are capable of superhuman feats of skill. In battle a Spellguard can deflect enemy arrows and even spells. Though adapt with many weapons, most Spellguard favor two-handed weapons, such as bastard sword, great sword and great axe.
Hit Die: d8
BAB: As Fighter
Good: Reflex and Will
Poor: Fortitude
Level AC Special
1 +1 Deflect Arrow
2 +1 Evasion
3 +1 Elemental Weapon 1/day
4 +2 Deflect Spell
5 +2
6 +2 Elemental Weapon 2/day
7 +3 Improved Evasion
8 +3 Reflect Spell
9 +3 Elemental Weapon 3/day
10 +4 Diamond Soul
Requirements
To qualify to become a Spellguard, a character must fulfill all of the following criteria.
• Race: Any.
• Alignment: Non-evil.
• Base Attack Bonus: +7.
• Knowledge (Arcana): 3 ranks.
• Spellcraft : 3 ranks
• Feats: Combat Expertise, Skill Focus (Knowledge Arcana) and Weapon focus.
Class Skills
The Spellguard’s class skills (and the key ability for each skill) are Balance (Dex), Knowledge (Arcana) (Int), Spellcraft (Int), and Tumble (Dex). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the Spellguard prestige class. Except for elemental weapon, the Spellguard can only use the class abilities when wearing no or light armor.
Weapon and Armor Proficiency: A Spellguard gains no new proficiency in weapons, armors or shields.
AC Bonus (Ex): The Spellguard receives a dodge bonus to Armor Class that starts at +1 and improves as the Spellguard gains levels, until it reaches +4 at 10th level.
Deflect Arrow: At 1st level, the Spellguard gains the ability to deflect arrows, spears and other projectile or thrown weapons. The ability functions as the feat “Deflect Arrows”, except that in order to use this ability the Spellguard must be equipped with the weapon he has Weapon Focus.
Evasion: At 2nd level, the Spellguard learns to avoid magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage, Evasion can only be use if the Spellguard is wearing light or no armor. Furthermore, a helpless Spellguard, such as one who is unconscious or paralyzed, does not gain the benefit of evasion. When the Spellguard reaches 7th level this ability improves. A 7th level Spellguard still takes no damage on a successful Reflex saving throw, when failing a saving throw the Spellguard takes only half damage.
Elemental Weapon (Sp): Once per day, as a standard action, a Spellguard can cause his chosen weapon he is holding to become an elemental weapon, dealing +1d6 points of bonus elemental damage on a successful hit. The weapon is enhanced this way for up to a number of rounds equal to the Spellguard's level, but only so long as the Spellguard is holding the weapon. If he is disarmed or gives the weapon to another character, the magical effect ends. The Spellguard must choose the type of elemental damage, either fire or frost. Once chosen the type of damage cannot be changed. At 6th level the Spellguard can use this ability twice a day. At 9th level the ability can be used three times a day and the damage increases to 2d6.
Deflect Spell (Su): The character can deflect spells targeting him, but not area-effect spells or spells that require a melee touch. Examples of spells the Spellguard can deflect includes: Melf’s acid arrow, flame arrow, magic missile, meteor swarm (if specifically targeted), and polar ray. The Spellguard must be holding his chosen weapon to use this ability. Once per round when the Spellguard would normally be hit with a spell (after spell resistance rolls, if any), the character can attempt to deflect the spell by making an opposed roll, his attack roll versus the spell caster’s casting check. If the Spellguard succeeds, he deflects the spell. The Spellguard must be aware of the attack and not flat-footed. Attempting to deflect a spell does not count as an action, but the Spellguard can only attempt to deflect one spell per round.
Reflect Spell (Su): When a Spellguard successfully deflects a spell, he can choose to reflect it back at the caster. A Spellguard can use this ability a number of times a day equal to his Dexterity modifier. A reflected spell is, in effect, cast back on the original caster, though the Spellguard re-rolls any necessary attack roll (though associated DCs are unchanged).
Diamond Soul (Ex): At 10th level, the Spellguard gains spell resistance equal to 12 + Class level. In order to affect the Spellguard with a spell, a spellcaster must get a result on a caster level check that equals or exceeds the Spellguard’s spell resistance.
The Spellguards of Al-Khadun are an order of warrior trained to fight with and against spell casters. They are trained in the great monastery of Al-Khadun, the god of magic. Combining a rudimentary knowledge of magic and great skill and speed, they are capable of superhuman feats of skill. In battle a Spellguard can deflect enemy arrows and even spells. Though adapt with many weapons, most Spellguard favor two-handed weapons, such as bastard sword, great sword and great axe.
Hit Die: d8
BAB: As Fighter
Good: Reflex and Will
Poor: Fortitude
Level AC Special
1 +1 Deflect Arrow
2 +1 Evasion
3 +1 Elemental Weapon 1/day
4 +2 Deflect Spell
5 +2
6 +2 Elemental Weapon 2/day
7 +3 Improved Evasion
8 +3 Reflect Spell
9 +3 Elemental Weapon 3/day
10 +4 Diamond Soul
Requirements
To qualify to become a Spellguard, a character must fulfill all of the following criteria.
• Race: Any.
• Alignment: Non-evil.
• Base Attack Bonus: +7.
• Knowledge (Arcana): 3 ranks.
• Spellcraft : 3 ranks
• Feats: Combat Expertise, Skill Focus (Knowledge Arcana) and Weapon focus.
Class Skills
The Spellguard’s class skills (and the key ability for each skill) are Balance (Dex), Knowledge (Arcana) (Int), Spellcraft (Int), and Tumble (Dex). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the Spellguard prestige class. Except for elemental weapon, the Spellguard can only use the class abilities when wearing no or light armor.
Weapon and Armor Proficiency: A Spellguard gains no new proficiency in weapons, armors or shields.
AC Bonus (Ex): The Spellguard receives a dodge bonus to Armor Class that starts at +1 and improves as the Spellguard gains levels, until it reaches +4 at 10th level.
Deflect Arrow: At 1st level, the Spellguard gains the ability to deflect arrows, spears and other projectile or thrown weapons. The ability functions as the feat “Deflect Arrows”, except that in order to use this ability the Spellguard must be equipped with the weapon he has Weapon Focus.
Evasion: At 2nd level, the Spellguard learns to avoid magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage, Evasion can only be use if the Spellguard is wearing light or no armor. Furthermore, a helpless Spellguard, such as one who is unconscious or paralyzed, does not gain the benefit of evasion. When the Spellguard reaches 7th level this ability improves. A 7th level Spellguard still takes no damage on a successful Reflex saving throw, when failing a saving throw the Spellguard takes only half damage.
Elemental Weapon (Sp): Once per day, as a standard action, a Spellguard can cause his chosen weapon he is holding to become an elemental weapon, dealing +1d6 points of bonus elemental damage on a successful hit. The weapon is enhanced this way for up to a number of rounds equal to the Spellguard's level, but only so long as the Spellguard is holding the weapon. If he is disarmed or gives the weapon to another character, the magical effect ends. The Spellguard must choose the type of elemental damage, either fire or frost. Once chosen the type of damage cannot be changed. At 6th level the Spellguard can use this ability twice a day. At 9th level the ability can be used three times a day and the damage increases to 2d6.
Deflect Spell (Su): The character can deflect spells targeting him, but not area-effect spells or spells that require a melee touch. Examples of spells the Spellguard can deflect includes: Melf’s acid arrow, flame arrow, magic missile, meteor swarm (if specifically targeted), and polar ray. The Spellguard must be holding his chosen weapon to use this ability. Once per round when the Spellguard would normally be hit with a spell (after spell resistance rolls, if any), the character can attempt to deflect the spell by making an opposed roll, his attack roll versus the spell caster’s casting check. If the Spellguard succeeds, he deflects the spell. The Spellguard must be aware of the attack and not flat-footed. Attempting to deflect a spell does not count as an action, but the Spellguard can only attempt to deflect one spell per round.
Reflect Spell (Su): When a Spellguard successfully deflects a spell, he can choose to reflect it back at the caster. A Spellguard can use this ability a number of times a day equal to his Dexterity modifier. A reflected spell is, in effect, cast back on the original caster, though the Spellguard re-rolls any necessary attack roll (though associated DCs are unchanged).
Diamond Soul (Ex): At 10th level, the Spellguard gains spell resistance equal to 12 + Class level. In order to affect the Spellguard with a spell, a spellcaster must get a result on a caster level check that equals or exceeds the Spellguard’s spell resistance.