Adjudicator
2006-07-26, 05:04 PM
This is my first attempt at a PrC, so please, feel free to point out the obvious newbie mistakes.
Kingsguard
"My blood before his blood. My body before her body."
In every kingdom there exists the cadre of elite knights that are chosen to protect and defend the ruler of the realm. Sometimes these champions are picked by the King or Queen themselves, sometimes by the ruling council, sometimes by the Church, but they are always the fiercest of warriors and noblest of protectors. No matter who chooses them, these elite protectors are sworn to the throne, not the individuals who selected them and serve the good of the realm. Their lives are devoted wholly to the protection of their monarch from that moment on. Kingsguards have the most martial of skills, the elitest training, and the single-mindedness to devote their entire lives to the protection of a single individual. They can be solemn, gruff figures full of duty and honor, or they may be cheerful, bright and focused on seeing to more than just the physical well-being of their sovereign. But no matter their attitude or personality, they are always the first in battle when the king is threatened.
The Kingsguard lives to protect his or her sovereign, but that duty may actually involve leaving the sovereign's presence to protect their interests, or stop trouble before it can grow large enough to threaten the King. Kingsguards owe their allegiance to the throne, not to the individual sat upon the throne. They always remain aloof from politics, and the few that have tried to dabble have been punished severly by their brothers and sisters.
Becoming a Kingsguard
The abilities called upon to be a defender of a monarch are obviously combat focused. As such, Fighters, Paladins, and even Barbarians find this a noble calling and most will jump at the chance if offered the opportunity by a monarch they respect. Clerics are also known to be included, both for their formidable weapons mastery and their ability to provide healing on a moment's notice. Rangers and Druids have been know to be included, especially in non-city based kingdoms. Spellcasters, while useful, are unlikely to meet the requirements needed for combat in order to qualify, while Rogues view Kingsguards as more than a little insane. Monks usually are too detached from a realm to find the service appealing in any way.
Kingsguard members are almost always lawful, though a few are known to be neutral. No evil aligned character would willingly sacrifice his life for another, and thus cannot serve as Kingsguards.
Entry Requirements:
Alignment: Any non-evil
Skills: Intimidate 8 ranks, Knowledge (nobility) 5 ranks, Sense Motive 4 ranks, Spot 4 ranks
Feats: Endurance, Diehard
Base Attack Bonus: +7
Special: A character must be a member of the Sovereign's army, guard, or company before they may be raised to the Kingsguard. They usually must have also distinguished themself in some particular fashion, such as winning a major jousting tournament, or vanquishing a foe that threatened the entire kingdom.
The Kingsguard: Hit Die: d10
. . . . . Base
. . . . . Attack . . Fort . . Ref . . . Will . . . AC
Level . Bonus . . Save . .Save . . Save . .Bonus . . . .Special
1st . . . +1 . . . +2 . . . +0 . . .+2 . . .+1 . . Bonus feat: Exotic Weapon Proficiency, Stalwart Shield
2nd . . .+2 . . .+3 . . .+0 . . . +3 . . . +1 . . Discerning Nature
3rd . . . +3 . . .+3 . . .+1 . . . +3 . . . +1 . . Formidable Foe
4th . . . +4 . . .+4 . . .+1 . . . +4 . . . +2 . . Fearless Champion
5th . . . +5 . . .+4 . . .+1 . . . +4 . . . +2 . . Discerning Nature 2
6th . . . +6 . . .+5 . . .+2 . . . +5 . . . +2 . . Representative of the Crown, Formidable Foe 2
7th . . . +7 . . .+5 . . .+2 . . . +5 . . . +3 . . Blood for Blood
8th . . . +8 . . .+6 . . .+2 . . . +6 . . . +3 . . Discerning Nature 3
9th . . . +9 . . .+6 . . .+3 . . . +6 . . . +4 . . Court Intrigue, Formidable Foe 3
10th . +10 . . .+7 . . .+3 . . . +7 . . . +4 . . For the Kingdom!, Kingsguard Commander
Class skills:
The Kingsguard class skills are: Bluff, Concentration, Diplomacy, Handle Animal, Intimidate, Knowledge (nobility), Ride, Sense Motive, and Spot.
Skill points at each level: 2 + INT modifier.
Class features:
All the following are class features of the Kingsguard class.
AC Bonus (Ex): Members of the Kingsguard are trained and battlehardened over time to the point that they become naturally more resistent to damage. They gain a +1 bonus to natural AC at level 1 and eventually attain a +4 bonus to natural AC at level 10. This stacks with any pre-existing natural armor bonus they may already have.
Weapon and Armor proficiency: A Kingsguard is proficient with all simple and martial weapons, all types of armor, and all shields.
Exotic Weapon Proficiency: Upon being raised to the status of Kingsguard, the character is trained in the use of an exotic weapon of their choice. This weapon often is related to the ceremonial weapon of the kingdom or monarchy the Kingsguard is now protecting.
Stalwart Shield: At level 1, a Kingsguard is trained in how to defend a specific individual from all attacks that would threaten them. At the beginning of their turn in combat, a Kingsguard may select one character within 20 feet as a free action. For the rest of the encounter, that character gains a bonus to their AC of one half (rounded down) of the Kingsguard's current level (minimum of 1). The Kingsguard may select another character as a free action during his turn, at which time the originally selected character immediately loses the bonus AC. The Kingsguard may name a protected character once per day per level. The Kingsguard need not have a shield to use this ability. The Kingsguard may not target herself with this ability.
Discerning Nature (Ex): At level 2, the Kingsguard gains the extraordinary ability to detect when another individual within a 60 ft radius intends harm to their sovereign. The Kingsguard uses her highly trained sense to detect this threat. Any sense abilities useable by the Kingsguard may act to reveal the threat (ie: A Kingsguard with darkvision can detect a threat in the dark, whereas a Kingsguard without it would not be able to do so). The detect acts as a detect alignment ability. At level 5, the detect range extends to 90 ft and at level 8 it extends to 120 ft. Kingsguard also gain the ability to sense the true intentions of individuals regarding their soveriegn. The Kingsguard gains a +1 bonus to Sense Motive checks related to the safety of their sovereign or the questioning of individuals directly related to a mission given them by their sovereign. This ability increases by +1 at levels 5 and 8.
Formidable Foe: At level 3, the Kingsguard gains a bonus exactly like the Ranger's Favored Enemy ability against a known enemy of the throne they serve. This bonus applies only when the Kingsguard knows he is fighting an individual allied with the throne's enemy. The Foe may be a race as defined in the Ranger's Favored Enemy ability, or it may be a political organization or private entity that is threatening the throne or kingdom. The DM has final say on the selection of the Kingsguard's Foe. At levels 6 and 9, the Kingsguard may increase the bonus against the already selected Foe or select a new Foe against whom they will receive the base +2 bonus.
Fearless Champion: The Kingsguard has become so well-trained at this point that he is immune to the fear status.
Blood for Blood (Sp): At seventh level, a Kingsguard has learned how to protect her charge so well that she may actually sacrifice some of her own health to mitigate damage done to her charge. The Kingsguard can cast Shield Other as a spellcaster of their Kingsguard level once per day as a Verbal spell (no somatic or focus components).
Representative of the Crown: The Kingsguard is a known and recognized representative of the ruling government. Upon identifying himself, he can command assistance from local authorities as if he had the Leadership feat when on business for the Kingdom he serves. Upon completing the task assigned, any cohorts and followers he has gathered are released from service. A Kingsguard may request the skills of a trained professional (such as a mapmaker or ancient language expert) when it is necessary for the completion of a mision given to him by the Crown. A Kingsguard may always demand and receive the fastest transportation available if he has been sent out or called back by the Crown. He is not charged for this transportation. The DM has final say on whether an NPC would know and assist the Kingsguard and what penalties would befall an NPC that refused to offer legitimately requested assistance.
Court Intrigue: The Kingsguard has witnessed much of the politics, deception and intrigue that goes on in a royal court. This experience has enabled him to improve his understanding of certain skills. He gains an immediate and permanent +2 bonus ranks to his Diplomacy and Sense Motive skills.
For the Kingdom!: The Kingsguard is so committed to his calling that he is willing to sacrifice his life for his duty. A Kingsguard may choose to surrender all of his hit points to a charge selected for the Blood for Blood ability. Alternatively, the Kingsguard may make a last, heroic attack against an enemy. This ability gives the Kingsguard a +10 bonus to attack rolls, +10 bonus to damage (from any weapon), an extra 4 hit points per level, +4 to all saves and immunity from critical failure rolls (1s and 2s are rerolled until they are non-critical failures). These bonuses last for a number of rounds equal to the Kingsguard's character levels. When the rounds are depleted or the encounter is ended, the Kingsguard is immediately dropped to -5 hit points and must make 2 successful fortitude saving throws to stabilize against a 25 DC. Any healing to the Kingsguard will only return him to mere unconsciousness (0 hp) and he must be returned to the place where he swore his vows as a Kingsguard knight in order to regain consciousness. Additionally, the Kingsguard has become such a valuable asset to the Kingdom that, should he die, the Kingdom will undertake every possible means to return him from death. This only applies if the body of the Kingsguard has been returned to the Kingdom and the Kingdom will only expend the resources necessary to resurrect the Kingsguard once.
Kingsguard Commander: At the DM's discretion (for player characters), a level 10 Kingsguard may choose to become the Commander of the Kingsguard. This type of promotion usually involves the Kingsguard having been involved in the direct saving of the sovereign's life and the recent retiring or death of the former Kingsguard Commander or the first formation of a Kingsguard company. If he does, he no longer leaves the capital of the Kingdom unless it is to travel with the monarch and is automatically granted the Leadership feat. If he already has the Leadership feat, his effective leadership rating is improved by +5. The Kingsguard Commander has complete authority over the defense of any city where the sovereign he serves is residing. If that city is outside the sovereign's rule (ie: the king is a guest in a foreign city), the city leaders will automatically include the Kingsguard Commander in any plans they make while under siege or attack.
Equipment:
Upon being raised to the Kingsguard, a character is automatically given a masterwork armor of their choice that is coated in gold, silver, mithril, or made from darkwood according to the custom of the kingdom they serve. In addition, this armor bears the crest or emblem of the kingdom displayed prominently on its surface and grants a +2 bonus to the character's CHA ability score when conversing with citizens of the realm. In addition to receiving the Exotic Weapon Proficiency feat, a Kingsguard is also granted a masterwork version of the weapon selected for that feat.
Roleplay:
A Kingsguard is completely and utterly devoted to serving their realm. Depending on the size, status, wealth and personality of the realm, there may be numerous Kingsguards or only a select few. A Kingsguard is not restricted to the realm's capital city or the physical location of the crown, but he will always be engaged in the realm's work. A Kingsguard does not go on random adventures. A Kingsguard does not take jokes made about his position, his sworn charges, or his kingdom lightly.
Ex-Kingsguards:
Kingsguards are sworn to serve for life. The only way a Kingsgaurd may legitimately leave the service of the Kingsguard is by special command from the Crown, usually for service well completed and because the Kingsguard in question is too old to maintain the protection needed for the Crown. Any Kingsguard that forsakes his vow and abandons his duty automatically loses the 'good' alignment if they had it, and if neutral they must make a will save (without their Kingsguard will save bonus) against a DC of 25 to avoid becoming Evil. An ex-Kingsguard is immediately stripped of their armor and weaponry, either by force or because it is too identifying. If caught in the kingdom they abandoned, an ex-Kingsguard will be treated as the most vile of criminals and will be subject to 1d4-1 bounty attacks for every week that they are in the country (at least one attack will occur during the first week they enter the country). An ex-Kingsguard may not use an atonement quest to regain their position. An ex-Kingsguard loses all Class features of the Kingsguard class except for the Fearless Champion ability. A Kingsguard that abandoned her position because the Realm's ruler was evil (DM's discretion) need not make a will save to prevent alignment change.
Edit 1: Fixed Stalwart Shield to be non-self-targeting.
Edit 2: Adjusted length of rounds that For the Kingdom! lasts.
Edit 3: Adjusted mimimum ranks in Spot required to make it more feasible for martial classes to meet entry requirements.
Edit 4: Adjusted phrasing of Discerning Nature and Sense Motive bonus in table.
Edit 5: Adjusted Stalwart Shield range, Discerning Nature progression, Fearless Champion benefit, Blood for Blood mechanic, and added Bluff as class skill, removing it from Court Intrigue
Kingsguard
"My blood before his blood. My body before her body."
In every kingdom there exists the cadre of elite knights that are chosen to protect and defend the ruler of the realm. Sometimes these champions are picked by the King or Queen themselves, sometimes by the ruling council, sometimes by the Church, but they are always the fiercest of warriors and noblest of protectors. No matter who chooses them, these elite protectors are sworn to the throne, not the individuals who selected them and serve the good of the realm. Their lives are devoted wholly to the protection of their monarch from that moment on. Kingsguards have the most martial of skills, the elitest training, and the single-mindedness to devote their entire lives to the protection of a single individual. They can be solemn, gruff figures full of duty and honor, or they may be cheerful, bright and focused on seeing to more than just the physical well-being of their sovereign. But no matter their attitude or personality, they are always the first in battle when the king is threatened.
The Kingsguard lives to protect his or her sovereign, but that duty may actually involve leaving the sovereign's presence to protect their interests, or stop trouble before it can grow large enough to threaten the King. Kingsguards owe their allegiance to the throne, not to the individual sat upon the throne. They always remain aloof from politics, and the few that have tried to dabble have been punished severly by their brothers and sisters.
Becoming a Kingsguard
The abilities called upon to be a defender of a monarch are obviously combat focused. As such, Fighters, Paladins, and even Barbarians find this a noble calling and most will jump at the chance if offered the opportunity by a monarch they respect. Clerics are also known to be included, both for their formidable weapons mastery and their ability to provide healing on a moment's notice. Rangers and Druids have been know to be included, especially in non-city based kingdoms. Spellcasters, while useful, are unlikely to meet the requirements needed for combat in order to qualify, while Rogues view Kingsguards as more than a little insane. Monks usually are too detached from a realm to find the service appealing in any way.
Kingsguard members are almost always lawful, though a few are known to be neutral. No evil aligned character would willingly sacrifice his life for another, and thus cannot serve as Kingsguards.
Entry Requirements:
Alignment: Any non-evil
Skills: Intimidate 8 ranks, Knowledge (nobility) 5 ranks, Sense Motive 4 ranks, Spot 4 ranks
Feats: Endurance, Diehard
Base Attack Bonus: +7
Special: A character must be a member of the Sovereign's army, guard, or company before they may be raised to the Kingsguard. They usually must have also distinguished themself in some particular fashion, such as winning a major jousting tournament, or vanquishing a foe that threatened the entire kingdom.
The Kingsguard: Hit Die: d10
. . . . . Base
. . . . . Attack . . Fort . . Ref . . . Will . . . AC
Level . Bonus . . Save . .Save . . Save . .Bonus . . . .Special
1st . . . +1 . . . +2 . . . +0 . . .+2 . . .+1 . . Bonus feat: Exotic Weapon Proficiency, Stalwart Shield
2nd . . .+2 . . .+3 . . .+0 . . . +3 . . . +1 . . Discerning Nature
3rd . . . +3 . . .+3 . . .+1 . . . +3 . . . +1 . . Formidable Foe
4th . . . +4 . . .+4 . . .+1 . . . +4 . . . +2 . . Fearless Champion
5th . . . +5 . . .+4 . . .+1 . . . +4 . . . +2 . . Discerning Nature 2
6th . . . +6 . . .+5 . . .+2 . . . +5 . . . +2 . . Representative of the Crown, Formidable Foe 2
7th . . . +7 . . .+5 . . .+2 . . . +5 . . . +3 . . Blood for Blood
8th . . . +8 . . .+6 . . .+2 . . . +6 . . . +3 . . Discerning Nature 3
9th . . . +9 . . .+6 . . .+3 . . . +6 . . . +4 . . Court Intrigue, Formidable Foe 3
10th . +10 . . .+7 . . .+3 . . . +7 . . . +4 . . For the Kingdom!, Kingsguard Commander
Class skills:
The Kingsguard class skills are: Bluff, Concentration, Diplomacy, Handle Animal, Intimidate, Knowledge (nobility), Ride, Sense Motive, and Spot.
Skill points at each level: 2 + INT modifier.
Class features:
All the following are class features of the Kingsguard class.
AC Bonus (Ex): Members of the Kingsguard are trained and battlehardened over time to the point that they become naturally more resistent to damage. They gain a +1 bonus to natural AC at level 1 and eventually attain a +4 bonus to natural AC at level 10. This stacks with any pre-existing natural armor bonus they may already have.
Weapon and Armor proficiency: A Kingsguard is proficient with all simple and martial weapons, all types of armor, and all shields.
Exotic Weapon Proficiency: Upon being raised to the status of Kingsguard, the character is trained in the use of an exotic weapon of their choice. This weapon often is related to the ceremonial weapon of the kingdom or monarchy the Kingsguard is now protecting.
Stalwart Shield: At level 1, a Kingsguard is trained in how to defend a specific individual from all attacks that would threaten them. At the beginning of their turn in combat, a Kingsguard may select one character within 20 feet as a free action. For the rest of the encounter, that character gains a bonus to their AC of one half (rounded down) of the Kingsguard's current level (minimum of 1). The Kingsguard may select another character as a free action during his turn, at which time the originally selected character immediately loses the bonus AC. The Kingsguard may name a protected character once per day per level. The Kingsguard need not have a shield to use this ability. The Kingsguard may not target herself with this ability.
Discerning Nature (Ex): At level 2, the Kingsguard gains the extraordinary ability to detect when another individual within a 60 ft radius intends harm to their sovereign. The Kingsguard uses her highly trained sense to detect this threat. Any sense abilities useable by the Kingsguard may act to reveal the threat (ie: A Kingsguard with darkvision can detect a threat in the dark, whereas a Kingsguard without it would not be able to do so). The detect acts as a detect alignment ability. At level 5, the detect range extends to 90 ft and at level 8 it extends to 120 ft. Kingsguard also gain the ability to sense the true intentions of individuals regarding their soveriegn. The Kingsguard gains a +1 bonus to Sense Motive checks related to the safety of their sovereign or the questioning of individuals directly related to a mission given them by their sovereign. This ability increases by +1 at levels 5 and 8.
Formidable Foe: At level 3, the Kingsguard gains a bonus exactly like the Ranger's Favored Enemy ability against a known enemy of the throne they serve. This bonus applies only when the Kingsguard knows he is fighting an individual allied with the throne's enemy. The Foe may be a race as defined in the Ranger's Favored Enemy ability, or it may be a political organization or private entity that is threatening the throne or kingdom. The DM has final say on the selection of the Kingsguard's Foe. At levels 6 and 9, the Kingsguard may increase the bonus against the already selected Foe or select a new Foe against whom they will receive the base +2 bonus.
Fearless Champion: The Kingsguard has become so well-trained at this point that he is immune to the fear status.
Blood for Blood (Sp): At seventh level, a Kingsguard has learned how to protect her charge so well that she may actually sacrifice some of her own health to mitigate damage done to her charge. The Kingsguard can cast Shield Other as a spellcaster of their Kingsguard level once per day as a Verbal spell (no somatic or focus components).
Representative of the Crown: The Kingsguard is a known and recognized representative of the ruling government. Upon identifying himself, he can command assistance from local authorities as if he had the Leadership feat when on business for the Kingdom he serves. Upon completing the task assigned, any cohorts and followers he has gathered are released from service. A Kingsguard may request the skills of a trained professional (such as a mapmaker or ancient language expert) when it is necessary for the completion of a mision given to him by the Crown. A Kingsguard may always demand and receive the fastest transportation available if he has been sent out or called back by the Crown. He is not charged for this transportation. The DM has final say on whether an NPC would know and assist the Kingsguard and what penalties would befall an NPC that refused to offer legitimately requested assistance.
Court Intrigue: The Kingsguard has witnessed much of the politics, deception and intrigue that goes on in a royal court. This experience has enabled him to improve his understanding of certain skills. He gains an immediate and permanent +2 bonus ranks to his Diplomacy and Sense Motive skills.
For the Kingdom!: The Kingsguard is so committed to his calling that he is willing to sacrifice his life for his duty. A Kingsguard may choose to surrender all of his hit points to a charge selected for the Blood for Blood ability. Alternatively, the Kingsguard may make a last, heroic attack against an enemy. This ability gives the Kingsguard a +10 bonus to attack rolls, +10 bonus to damage (from any weapon), an extra 4 hit points per level, +4 to all saves and immunity from critical failure rolls (1s and 2s are rerolled until they are non-critical failures). These bonuses last for a number of rounds equal to the Kingsguard's character levels. When the rounds are depleted or the encounter is ended, the Kingsguard is immediately dropped to -5 hit points and must make 2 successful fortitude saving throws to stabilize against a 25 DC. Any healing to the Kingsguard will only return him to mere unconsciousness (0 hp) and he must be returned to the place where he swore his vows as a Kingsguard knight in order to regain consciousness. Additionally, the Kingsguard has become such a valuable asset to the Kingdom that, should he die, the Kingdom will undertake every possible means to return him from death. This only applies if the body of the Kingsguard has been returned to the Kingdom and the Kingdom will only expend the resources necessary to resurrect the Kingsguard once.
Kingsguard Commander: At the DM's discretion (for player characters), a level 10 Kingsguard may choose to become the Commander of the Kingsguard. This type of promotion usually involves the Kingsguard having been involved in the direct saving of the sovereign's life and the recent retiring or death of the former Kingsguard Commander or the first formation of a Kingsguard company. If he does, he no longer leaves the capital of the Kingdom unless it is to travel with the monarch and is automatically granted the Leadership feat. If he already has the Leadership feat, his effective leadership rating is improved by +5. The Kingsguard Commander has complete authority over the defense of any city where the sovereign he serves is residing. If that city is outside the sovereign's rule (ie: the king is a guest in a foreign city), the city leaders will automatically include the Kingsguard Commander in any plans they make while under siege or attack.
Equipment:
Upon being raised to the Kingsguard, a character is automatically given a masterwork armor of their choice that is coated in gold, silver, mithril, or made from darkwood according to the custom of the kingdom they serve. In addition, this armor bears the crest or emblem of the kingdom displayed prominently on its surface and grants a +2 bonus to the character's CHA ability score when conversing with citizens of the realm. In addition to receiving the Exotic Weapon Proficiency feat, a Kingsguard is also granted a masterwork version of the weapon selected for that feat.
Roleplay:
A Kingsguard is completely and utterly devoted to serving their realm. Depending on the size, status, wealth and personality of the realm, there may be numerous Kingsguards or only a select few. A Kingsguard is not restricted to the realm's capital city or the physical location of the crown, but he will always be engaged in the realm's work. A Kingsguard does not go on random adventures. A Kingsguard does not take jokes made about his position, his sworn charges, or his kingdom lightly.
Ex-Kingsguards:
Kingsguards are sworn to serve for life. The only way a Kingsgaurd may legitimately leave the service of the Kingsguard is by special command from the Crown, usually for service well completed and because the Kingsguard in question is too old to maintain the protection needed for the Crown. Any Kingsguard that forsakes his vow and abandons his duty automatically loses the 'good' alignment if they had it, and if neutral they must make a will save (without their Kingsguard will save bonus) against a DC of 25 to avoid becoming Evil. An ex-Kingsguard is immediately stripped of their armor and weaponry, either by force or because it is too identifying. If caught in the kingdom they abandoned, an ex-Kingsguard will be treated as the most vile of criminals and will be subject to 1d4-1 bounty attacks for every week that they are in the country (at least one attack will occur during the first week they enter the country). An ex-Kingsguard may not use an atonement quest to regain their position. An ex-Kingsguard loses all Class features of the Kingsguard class except for the Fearless Champion ability. A Kingsguard that abandoned her position because the Realm's ruler was evil (DM's discretion) need not make a will save to prevent alignment change.
Edit 1: Fixed Stalwart Shield to be non-self-targeting.
Edit 2: Adjusted length of rounds that For the Kingdom! lasts.
Edit 3: Adjusted mimimum ranks in Spot required to make it more feasible for martial classes to meet entry requirements.
Edit 4: Adjusted phrasing of Discerning Nature and Sense Motive bonus in table.
Edit 5: Adjusted Stalwart Shield range, Discerning Nature progression, Fearless Champion benefit, Blood for Blood mechanic, and added Bluff as class skill, removing it from Court Intrigue