KitsuneBoxing
2013-11-26, 12:29 PM
Here's a class i've been working on. The idea was to make an intelligent fighter, based around the readied action mechanic, that would be tactical and fun to play. I'm about to start playing one in a campaign, and would love to hear your opinions.
I'm quite happy with it, although i don't consider it to be "done". I'm sure i'll have to change some things, and i plan to add more options later on.
The Guard
While some warriors use brute strength and emotion to fell their foes, and others use dazzling techniques and speed, a guard approaches the battlefield with patience and calm calculation. While certainly aware of the importance of both technique and power, the guard uses these aspects of combat as precision tools, not making any unnecessary movements, not swinging any harder than what is needed, always waiting until the perfect time to strike. It is in their uncanny stillness, their ruthless efficiency, that the guards' true strength lies. Some call it instinct, some coldness, others reduce it to the simplest of calculations: to achieve as much as possible, with the fewest losses possible. Whether a cynical murderer or a loving protector of friends, the guard always looks reality in the eyes, weighing the options against each other, to find the perfect solution.
Role: At the end of the day, a guard is a warrior, and his/her role is to defeat enemies with physical force and stand in the way between his/her comrades and the dangers of battle. However, his/her defensive and tactical approach to battle gives the guard another, more versatile, role on the battlefield. This is to keep the enemy in check, stopping their attacks and interrupting their spellcasting or maneuvers. To control and level the battlefield, as well as aid allies in need. Outside of combat the guard is alert and holds knowledge not only about combat, but about many things, knowing that foreknowledge is the best defense. With his/her ability to learn quick and master many talents, each guard also has a breadth of experience and skill that can aid and supplement his/her allies'.
HD: d10
Alignment: Any
Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Intimidate, Knowledge (Dungeneering), (Engineering), (Geography), (History), (Local), (Nature), (Nobility), Perception, Perform, Profession, Ride, Sense Motive, Stealth, Swim
Skill Ranks Per Level: 6+int mod
Table: Guard
{table]Level:|Base Attack Bonus:|Fort Save:|Ref Save:|Will Save:|Special
1st|+1|+0|+2|+2|Counter, Distance, Guarded, Tactic +1
2nd|+2|+0|+3|+3|Patience, Preparation, Watchful Eye
3rd|+3|+1|+3|+3|Calmness, Counterstrike 1d6, On the Watch
4th|+4|+1|+4|+4|Double Readiness, Preparation
5th|+5|+1|+4|+4|Bonus Feat, Efficiency, Tactic +2, Practical Knowledge
6th|+6/+1|+2|+5|+5|Calculated Combat, Preparation
7th|+7/+2|+2|+5|+5|Counterstrike 2d6
8th|+8/+3|+2|+6|+6|Combat Training, Preparation
9th|+9/+4|+3|+6|+6|Bonus Feat, Careful Steps, Tactic +3
10th|+10/+5|+3|+7|+7|Preparation
11th|+11/+6/+1|+3|+7|+7|Counterstrike 3d6
12th|+12/+7/+2|+4|+8|+8|Preparation, Triple Readiness
13th|+13/+8/+3|+4|+8|+8|Bonus Feat, Greater Efficiency, Tactic +4
14th|+14/+9/+4|+4|+9|+9|Preparation
15th|+15/+10/+5|+5|+9|+9|Counterstrike 4d6
16th|+16/+11/+6/+1|+5|+10|+10|Precise Footwork, Preparation
17th|+17/+12/+7/+2|+5|+10|+10|Bonus Feat, Tactic +5
18th|+18/+13/+8/+3|+6|+11|+11|Preparation
19th|+19/+14/+9/+4|+6|+11|+11|Counterstrike 5d6
20th|+20/+15/+10/+5|+6|+12|+12|Always Prepared, Preparation[/table]
Weapon And Armor Proficiency: Guards are proficient with all martial weapons and crossbows, light and medium armor and shields (except tower shields).
Encounters: Many of the guard's abilities are usable one or several times per encounter. This means that the guard must spend 10 minutes focusing his/her mind without any combat or dangerous situations before being able to use the abilities again.
Counter: At level 1, a guard can attempt to cancel an enemies attacks by readying the counter action. The guard must choose one enemy to counter. If that enemy attempts to make an attack while threatened by the guard then the guard makes an attack roll. If the attack roll is higher than the enemies attack roll then the enemies attack is canceled (treat a canceled attack as a missed attack). If the counter is successful and enemy would have missed whoever it tried to attack anyway, this provokes an attack of opportunity from the guard. If the enemy attempts a full attack round the guard still only makes one attack roll to counter, against the enemy's first attack. If successful the guard cancels a maximum of as many of the enemies attacks as the guard him/herself could make in a full attack round (not counting extra attacks from two weapon fighting, natural attacks et cet). The enemy only rolls for its' first attack and any additional attacks that are not countered by the guard. The attacks are canceled in the order that they would be made. So, if an enemy can make three attacks in a full attack round and the guard can make two, and the guard successfully counters the enemy's full attack round, then the enemy can still make its' third attack, with the appropriate penalty to the attack roll. In that case the enemy would roll two attack rolls, the first one, that is opposed to the guard's, and a second one, that represents the enemy's third attack, and is therefore made with a -10 penalty. Attacks that are automatically countered as part of a full attack round cannot provoke attacks of opportunity from the guard. The guard can only counter an enemies attacks using a melee weapon. The guard can also attempt to counter a combat maneuver made by the enemy (with an opposed attack roll to their cmb roll), in wich case he/she must decide what type of maneuver to attempt to counter when he/she readies the counter. Maneuvers that can be made instead of attacks in a full attack round are countered as normal attacks, without needing a specially readied counter.
Distance: At level 1, as a move action, the guard can re-roll his/her initiative, adding his/her guard level as a bonus to the roll. If this gives the guard a different place in the initiative order than before, that order comes into effect on the round after. If the new roll would give the guard an initiative roll that is worse than his previous roll then he does not have to take the new roll. If this ability is used in the same round as a readied action then the possible new initiative order provided by the readied action supersedes that provided by the distance ability. If the readied action does not provide a new initiative order, then the distance ability can still provide a new one. For example, a guard is second in the initiative order, with one orc above him/her, and two goblins under him/her. On his/her turn, the guard spends a move action to re roll his/her initiative, providing a new roll that would put him/her first in the next round. If the guard then readies an action to counter the attack of the goblin that is last in the order and does so, thus changing his/her initiative order to second last in the next round, this supersedes the new order from the distance ability. In this case, the use of the distance ability will have been a complete waste. However, if the guard instead readies to counter the other goblin, that is after him in the order, and does so, then his initiative would not be changed because of the readied action, and the new roll from his/her distance ability applies on the next turn.
Guarded: At level 1, the guard gains combat expertise as a bonus feat.
Tactic: A guard knows how to prioritize in combat, at level 1, he/she learns to apply a tactic to pursue a set goal, gaining a +1 bonus to achieve the goal, and a -1 penalties on something else, that has lost priority. At level 5, and every four levels thereafter, the bonus and penalty both increase by +1. A guard chooses two tactics at level 1, and one additional tactic every four levels after 1. Starting a tactic is a move action, or a swift action, but in that case the tactic starts at the beginning of the guard's next turn. A guard can start a number of tactics each encounter equal to his/her intelligence modifier. Two tactics can not be active at the same time. Starting a new tactic cancels the current one. A tactic can be ended by the guard as a free action or an immediate action. The following are tactics the guard can choose from:
Aid Ally: The guard chooses an adjacent ally in need of help, and gives the ally his/her tactic bonus to ac, and him/herself his/her tactic penalty to ac. Once the ally stops being adjacent to the guard for one full round, the tactic has ended.
Avoid Magic: The guard chooses an enemy to be extra vary of, and receives his/her tactic bonus on all saving throws against spells and spell like abilities cast by that enemy, and his/her tactic penalty on all saves against spells or spell like abilities cast by anybody else. Once the enemy is dead, unconscious or otherwise out of combat, the tactic has ended.
Avoid Maneuver: The guard chooses a combat maneuver to be careful of, and receives his/her tactic bonus to cmd against that maneuver, and his/her tactic penalty against all other maneuvers.
Contain Enemy: The guard chooses an enemy that he/she currently threatens, and receives his/her tactic bonus on all attack rolls and double his/her tactic bonus on all damage rolls on attacks of opportunity caused by movement against that enemy and readied actions to attack that enemy if it tries to leave, and his/her tactic penalty on all other attack and damage rolls. Once the enemy is dead, unconscious or otherwise out of combat, the tactic has ended.
Defend against Enemy: The guard chooses an enemy and receives his/her tactic bonus to ac against that enemy, and his/her tactic penalty to ac against all other enemies. Once the enemy is dead or unconscious or otherwise out of combat , the tactic has ended.
Destroy Enemy: The guard chooses an enemy and receives his/her tactic bonus on all damage rolls made against that enemy, and his/her tactic penalty on all attack rolls against other enemies. Once the enemy is dead or unconscious or otherwise out of combat, the tactic has ended.
Get There: The guard chooses a specific square that must be longer away than his/her double move speed. The guard receives his/her tactic bonus to ac against attacks of opportunity caused by movement to get to the square and double his/her tactic bonus to acrobatics and climb checks to get to the square. The guard also receives his/her tactic penalty to all attack rolls. Once the guard has reached the square, the tactic has ended.
Hold Position: The guard stays still in once place and receives his/her tactic bonus to damage rolls on all attacks of opportunity and to cmd against bull rush maneuvers, and his/her tactic penalty on all other damage rolls. Once the guard has moved from his/her position in any way, the tactic has ended.
Protect Ally: The guard chooses an ally and receives his/her tactic bonus on all attack rolls made to counter attacks against that ally, and his/her tactic penalty on all attack rolls made to counter attacks against anybody else.
Release Ally: The guard chooses an ally that is grappled or entangled and adjacent to him/her, and gives the ally double his/her tactic bonus to cmb and/or escape artist checks to escape, and his/her tactic penalty to his/her own cmd. Once the ally is free the tactic has ended.
Retrieve Item: The guard chooses a weapon or item to retrieve, and receives his/her tactic bonus on all cmb rolls to steal or disarm it from an enemy, and to ac against attacks of opportunities caused by picking the item up from the ground, and his/her tactic penalty on damage rolls. Once the item has been retrieved by the guard or one of his/her allies, the tactic has ended.
Secure Ally: The guard chooses an ally that he/she is adjacent to, and gives the ally double his/her tactic bonus on all concentration checks to cast spells defensively, and him/herself his/her tactic penalty to ac. Once the ally has spent a full round without being adjacent to the guard, the tactic has ended.
Shake Them Off: The guard receives his/her tactic bonus to ac as long as he/she has moved at least 10 feet this round (not counting five foot steps), and his/her tactic penalty to perception checks and will saves.
Patience: At level 2, a guard adds his/her intelligence modifier to all attack and cmb rolls that are made as part of a readied action. In addition, the guard never provokes an attack of opportunity by using a combat maneuver when it is done as part of a readied action, even if he/she doesn't have the improved feat for that combat maneuver.
Preparations: At level 2 and every even level thereafter, the guard becomes even more prepared for combat, and even more calm in the face of danger. He/she chooses from the list of preparations below. Unless otherwise noted, no preparation can be selected more than once. Preparations marked with an asterisk modify the guard's counter ability. Only one of these effects may be applied to a counter at the same time. This choice is made before the attack roll is made. The dc for saving throws made against a preparation is 10+half the guard's level+the guard's intelligence modifier.
Back to center: The guard gains the quickdraw feat and may also sheathe a weapon or put away an item as a free action, rather than a move action. Also, sheathing a weapon or putting away an item does not provoke attacks of opportunity.
Battlefield Overview: Whenever the guard is first in the initiative order, he/she gets to know the current initiative order and gains the benefits of the spell deathwatch. This is not a supernatural effect though, only the effects of the guard's honed senses. Because of this, the guard does not find out whether a creature is technically not alive (as in the case of a construct or undead) only how close a creature is to being defeated in combat. Also, this does not allow the guard to see through people faking their deaths without a sense motive check opposed to their bluff check. At level 8, the guard can also see if a creature is at full hp, or below half, using this ability.
*Bleeding Counter: When making an attack of opportunity against an opponent as part of a counter, the opponent receives 1 bleed damage +1 for every die of counterstrike the guard has. This bleed damage can be stopped with a successful dc 15 heal check.
Calculated Movement: As a swift action, the guard may attempt to counter an attack of opportunity that he/she has provoked from movement, using the standard rules of the counter ability. No special modifications may be added to a counter made this way. The guard must be at least level 8 to select this preparation.
Careful Strike: As a standard action, the guard can make a single attack against an opponent, and ignore all miss chances caused by concealment. The guard must know in what square the opponent is in in order to attack it.
*Castling: When successfully countering the attack of an enemy the same size as the guard or smaller, the guard may choose to have him/her and the enemy switch places. The guard may also move him/her or the enemy one additional five feet as part of this movement. This cannot be used to move the enemy into a square that would harm it, such as a trap or spell. Neither the guard nor the enemy provokes attacks of opportunity with this movement.
Completely Shielded: While weilding a shield in one hand, the guard gains dr 3/-. A number of times per encounter equal to his/her intelligence modifier, the guard can spend an immediate action to add his/her intelligence modifier to this dr against one attack. The guard must be at least level 12 and have selected Smart Shieldwork to select this preparation.
*Counter Arrows: The Guard can choose to ready a counter against a ranged attack made by an enemy within 50 feet. The guard can only counter a ranged attack if it is directed at him/her or at someone adjacent to him/her. Countering this way can not give the guard an attack of opportunity against the enemy, even if the attack would have missed. The guard can use this ability to counter a ranged full attack round, using the normal rules for countering full attack rounds.
*Crippling Counter: When the guard makes a successful attack of opportunity against an opponent as part of a counter, he/she can attempt to cripple the opponent, slowing it down. The opponent's move speed is reduces by 10 feet. If the opponent has evasion or uncanny dodge it looses the benefits of these abilities while slowed down. If the opponent has improved evasion or improved uncanny dodge then these abilities instead start working as normal evasion and normal uncanny dodge while the opponent is slowed down. The opponent is slowed down for 1d4 rounds. Using this ability against a creature that is already crippled slows it down an additional 5 feet and prolongs the duration by 1d2 rounds. The creature cannot be slowed down below 5 feet. The creature receives a fortitude save to avoid the crippling. Creatures immune to precision damage cannot be crippled.
Damage Control: Whenever the guard is moved against his/her will by physical force he/she can take a free five foot step as part of that movement. The five foot step is used after the movement is resolved, meaning that if the guard is pushed 10 feet back he/she can use a five foot step to immediately move five feet forward, resulting in only being moved back five feet, or to move further back, resulting in being moved 15 feet. The guard can also use his/her five foot step to move sideways or diagonally. This does not work against mind controlling effects that make the guard move of his/her own accord, only against physical forces working from outside the guard, such as a bullrush or hydraulic push. At level 12, the guard may choose to move 10 feet instead, but only if the effect moves him/her at least 10 feet from the beginning.
Dirty Calculation: The guard can ready a dirty trick maneuver instead of the readied attack or counter as part of calculated combat. The guard must be at least level 6 to select this preparation.
*Distant Counter: The guard can counter an attack using a ranged weapon. The guard can only counter attacks made within 30 feet this way. Countering an attack with a ranged weapon provokes an attack of opportunity and expends ammunition, just like making an attack with a ranged weapon. If the guard has the point blank master feat, or another ability that enables him/her to make attacks with a ranged weapon without provoking attacks of opportunity, then this applies to countering as well. The enemy countered by the guard never provokes an attack of opportunity from the guard, even if its' attack would have missed. The guard can select this preparation several times, every additional time the guard selects it, the range is increased by 20 feet.
Expert Strike: When using combat expertise, the guard does not gain the penalty to attack rolls on the first attack made each round. If the guard readies an attack or counter as part of calculated combat that round, then he/she can choose to have that attack roll be the one that does not receive any penalties.
Free Strike: Once per encounter, when successfully countering an enemy's attack, the guard can choose to make an attack of opportunity against the enemy, even if that enemy would not have missed with its' attack. At level 10 and level 17, the guard can use this ability one additional time per encounter.
Furious Patience: The guard can choose to give up the intelligence modifier to attack rolls when making a readied attack, and instead gain his/her intelligence modifier as a bonus to damage rolls. The guard chooses whether to use this ability when readying the action.
Guard's Tricks: The guard is very adaptable in combat, and has many small tricks that he/she can use to his/her advantage. A number of times per encounter equal to his/her intelligence modifier, the guard can use one of the following tricks:
- Catch This: As a swift action, the guard can throw an item that he/she is holding in one hand to an ally as a ranged touch attack with a range increment of 10 feet. If the attack roll is successful, the ally can catch the item as an immediate action. This ability can also be used to throw an item into an empty square. The item does not break, and cannot be used to hurt anyone with this ability.
- Foothold: As a free action, the guard can step on an item that is in his/her square, securing it from being picked up. Anyone attempting to pick the item up must succeed on a disarm check against the guard, in addition to the usual attack of opportunity that picking up an item provokes. The guard can also pick up the item as a free action as part of movement. To do this, the guard has to have at least one hand free. The guard can only pick up items in this way that are small enough to hold in one hand. If the guard is knocked prone, the item stops being secured.
- Get ready: The guard can equip any shield except a tower shield as a move action or draw an item from his/her backpack as a swift action. If the guard has the quickdraw feat, he/she can both equip a shield and draw an item as a free action.
- Open Minded: For this trick, the guard chooses one preparation for which he/she meets the prerequisites. This must be a prepration that gives the guard a permanently usable ability, such as "Dirty Calculation" or "Supernatural Dodge". Having a prepration in this slot does not count as having to prepration for the purpouse of meeting prerequisites. By training for four hours, the guard can exchange the preparation in this slot for another one. This can only be done once per day, the change is not temporary, the guard must spend an additional four hours to change back.
- Reveal the Hidden: The guard is trained in fighting creatures that are invisible, and can splatter them with dust or dirt to reveal their location. As a standard action, when in a place that has dust or dirt or mud or similar on the ground (or if the guard has in any way access to something similar) the guard can throw or splatter it in a 15 ft cone as a standard action. Any invisible creatures that are in the cone must make a reflex save, if they fail, they stop being invisible and gain merely 20% concealment, if they succeed, they keep on being invisible. At level 10, the guard can use this ability as a move action, and the invisible creature becomes completely visible if it fails its' reflex save.
At level 5, 10 and 15, the guard can use a guard's trick one additional time per encounter, in addition to his/her intelligence modifier.
Intelligent Training: The guard chooses one combat feat that has a certain physical ability score as a prerequisite. The guard may use his/her intelligence score instead of this ability score. This preparation does not allow the guard to gain the feat as a bonus feat, only to meet the prerequisites for it. This preparation may be selected multiple times.
Nimble Leap: When the guard spends both his/her five foot steps to move in a straight line without any interrupting actions, he/she can choose to move 15 feet, rather than 10. The guard must be at least level 10 to select this preparation.
One Step Ahead: Whenever the guard is first in the initiative order, he/she gains the evasion ability. At level 10, the guard instead gains the improved evasion ability.
On Guard: When the guard attempts to counter an attack, whoever the attack is directed at gains a +2 bonus to ac against the attack. If the counter is unsuccessful, the ac bonus still remains, but if the enemy attempts a full attack round, the bonus is only against the first attack.
*Penetrating Counter: When the guard makes a successful attack of opportunity against an opponent as part of a counter, that attack overcomes all damage reduction except dr/- and dr/slashing piercing or blunt. The guard must be at least level 8 to select this preparation.
*Penetrating Counter, Greater: When the guard makes a successful attack of opportunity against an opponent as part of a counter, that attack overcomes damage reduction as the penetrating counter ability. It also ignores all dr/- and dr/piercing slashing and blunt.
Perfect Prediction: When readying to counter an enemy's attack, the guard can choose to decide not just which enemy to counter, but also who the guard thinks that enemy will attack. If the enemy attacks someone that the guard did not predict, then the guard cannot counter the enemy's attack. However, if the enemy attacks the right person and the guard successfully counters the attack, then the enemy automatically provokes an attack of opportunity from the guard, even if the enemy's attack would not have missed. The guard must be at least level 6 to select this preparation.
Perfect Timing: A number of times per encounter equal to his/her intelligence modifier, when the guard readies an action, he/she can choose to keep his/her place in the initiative order, rather than move to the order in which the readied action takes place. The guard must be at least level 6 to select this preparation.
Planned Route: As a swift action, a number of times per encounter equal to his/her intelligence modifier, the guard can ignore all difficult terrain for one round.
Powerful Strike: A number of times per encounter equal to his/her intelligence modifer, the guard may spend a swift action to add his/her counterstrike damage to the next attack he/she makes. If this attack misses then the ability is wasted. The counterstrike damage does not stack with itself and can therefore not be added to another attack that deals counterstrike damage.
*Protective Counter: When the guard makes a successful attack of opportunity against an opponent as part of a counter, the guard receives a dodge bonus to ac against that opponent equal to 1 +1 for each counter attack die the guard has. This bonus lasts until the end of the enemy's next round.
Readied Cleave: The guard can ready the cleave ability instead of the readied attack or counter as part of calculated combat. The guard must still have the cleave feat to use the cleave ability. The guard must be at least level 6 to select this preparation.
Readied Focus: The guard can ready the focused shot ability instead of the readied attack or counter as part of calculated combat. The guard must still have the focused shot feat to use this ability. The guard must be at least level 6 to select this preparation.
Ready and Stable: When the guard has readied a counter, and is waiting to use it, he/she gains a +4 bonus to his/her cmd against bull rush, trip and overrun maneuvers.
Ready for it: Whenever the guard is first in the initiative order, he/she adds his/her intelligence modifier to his/her cmd.
Shield Master: When wielding a shield in one hand, the guard can counter one additional attack in a full attack round. This means that a guard at level 3 can counter two attacks during a counter, rather than one. At level 10, the guard can counter two additional attacks while wielding a shield.
Sidestepper: Whenever the guard is first in the initiative order, he/she gains a +2 dodge bonus to ac.
Smart Shieldwork: When wielding a shield in one hand, the guard adds his/her shield bonus to his/her touch ac and to cmd. Also, a number of times per encounter equal to his/her intelligence modifier the guard can spend an immediate action to increase his/her shield bonus by an amount equal to his/her intelligence modifier against one attack.
*Staggering Counter: A number of times per encounter equal to his/her intelligence modifier, when the guard makes a successful attack of opportunity against an opponent as part of a counter, that opponent gains the staggered condition. The opponent receives a fortitude save to avoid the condition. The guard must be at least level 12 to select this preparation.
Stoic: The guard receives a +2 bonus to his/her will save. Also, a number of times per encounter equal to his/her intelligence modifier, the guard can make a will save instead of a fortitude save. The choice to use this ability must be made before the roll is made.
*Stunning Counter: A number of times per encounter equal to his/her intelligence modifier, when the guard makes a successful attack of opportunity against an opponent as part of a counter, that opponent gains the stunned condition. The opponent receives a fortitude save to avoid the condition. The guard must be at least level 16 and have selected staggering counter to select this preparation.
Supernatural dodge: The guard can ready an action to dodge the magic of a spellcaster. If that spellcaster casts a spell with an area of effect that would effect the guard the guard makes an acrobatics check against the spell's dc. If the guard is successful he/she ignores the effect of the spell completely, as if he/she was not part of the area of effect. Spells thar remain, and give addional effect to people that stay within the area still effect the guard later on, but on the round directly after the spell has been avoided, the guard receives no negative concequences for staying within the area. For example, if the guard avoids the effect of a stinking cloud spell he/she can spend his/her next turn moving out of the cloud area (or something else) without being affected by the spell. This action can be readied instead of an attack or counter as a part of calculated combat. The guard must be at least level 6 to select this preparation.
Supernatural Dodge, Greater: The guard can ready an action to dodge the magic of a spellcaster. This works as the ordinary supernatural dodge, except the guard may also use it to dodge spells that targets him/her directly, as long as those spells require a saving throw. The guard does not have to be the only target of a spell to be able to dodge it. The guard must be at least level 10 and have selected supernatural dodge to select this preparation.
Surprise Switch: As an immediate action, a number of times per encounter equal to his/her intelligence modifier, the guard may switch who he/she has readied to counter to another enemy within counter distance. The new enemy is treated exactly as if the guard readied to counter that enemy in the first place.
Swift Distance: A number of times per encounter equal to his/her intelligence modifier, the guard can use his/her distance ability as a swift action.
Swift Re Planning: A number of times per encounter equal to his/her intelligence modifier, the guard can start a tactic right away as a swift action.
*Violent Immobilization: When the guard makes a successful attack of opportunity against an opponent as part of a counter and chooses to make a combat maneuver instead of a normal attack, the guard can still give the damage from his/her counterstrike ability to the enemy. This damage is only given if the maneuver is successful.
Watchful Eye: From level 2, the guard adds half of his/her guard level to all perception and sense motive checks.
Calmness: At level 3, the guard receives a +2 bonus against mind affecting effects. At level 5, and every five levels thereafter, this bonus rises by +1.
Counterstrike: At level 3, whenever a guard makes an attack of opportunity against an enemy as a part of countering that enemy's attack, he/she adds +1d6 to the damage roll. At level 7, and every four levels thereafter, this damage bonus increases by 1d6.
On the Watch: At level 3, once per week, the guard can go a full night without sleeping without suffering any penalties.
Double Readiness: At level 4, whenever a guard readies an action, he/she may choose two separate actions, with separate triggers, and later act on either one of them. Whenever the opportunity to make one of the actions presents itself, the guard can choose to wait, to see if an opportunity for the other action presents itself, the first action is then considered lost. The guard cannot perform both actions. For example, a guard could choose to use his/her standard action to ready an action to counter the attack of the dragon in front of him/her, while simultaneously readying another action to attack the dragon if it tries to casts a spell. This ability can be used to ready the same action twice, with different triggers, such as readying to counter the attacks of two different enemies. At level 12, the guard can ready three actions this way.
Bonus Feat: At level 5, and every four levels thereafter, the guard selects a bonus combat feat. He/she must meet all the prerequisites for these feats.
Efficiency: At level 5, a guard can make a free action as part of a readied action. This means that the guard can ready one action (standard, move, swift, free), plus one free action, that must be spent right before or after the readied action. For example, the guard can ready to drop his/her weapon as a free action and strike an enemy with an unarmed strike as a standard action. The guard can make only one free action this way.
Practical Knowledge: At level 5, a guard can use his/her wordly knowledge to his/her advantage. He/she can make knowledge checks untrained and he/she also gains a number of simple abilities based on each one of his/her knowledge skills. The guard can:
- Use Knowledge (Dungeoneering) instead of a spellcraft check to identify a spell as it is being cast. This ability is usable a number of times per day equal to the guard's intelligence modifier.
- Use Knowledge (Engineering) instead of a disable device check. This ability is usable a number of times per day equal to the guard's intelligence modifier.
- Use Knowledge (Geography) to travel for extra time without it being counted as a forced march (dc 10+3 for every extra hour). The guard can lead others in this travel, giving them the same bonus. The guard can lead a number of people equal to twice his/her intelligence modifier.
- Use Knowledge (History) to attempt to identify a creature that would normaly require a different knowledge check to identify. This ability is usable once per day at level 5, and one additional time per day for every five levels after five.
- Use Knowledge (Local) to gather information as if using diplomacy. This only takes half the time from normal (1d2 hours).
- Use Knowledge (Nature) instead of survival to follow tracks. This ability is usable a number of hours per day equal to the guard's intelligence modifier.
- Use Knowledge (Nobility) instead of an intimidate check to influence someone's attitude. This ability is usable a number of times per day equal to the guard's intelligence modifier.
Calculated Combat: At level 6, as a full round action, the guard may make one attack with a -5 penalty and ready an action to make an ordinary attack or a counter. At level 11, the guard can make one additional attack as part of this full round, with a -10 penalty and at level 16, the guard can make a third attack, with a -15 penalty.
Combat Training: At level 8, a guard counts half his/her guard level as a fighter level for the purpose of qualifying for feats.
Careful Steps: At level 9, a guard can take two five foot steps per turn. However, if the guard has moved that turn, he/she still cannot take any five foot steps. While in difficult terrain, the guard can still take one of these steps. If the guard has any ability that allows him/her to take a five foot step through difficult terrain he/she can take both steps through difficult terrain.
Greater Efficiency: At level 13, the guard can take both of his/her five foot steps as part of a readied action. The guard can only do this if he/she has not taken both of the five foot steps during his/her turn.
Precise Footwork: At level 16, a guard can both move and take one of his/her five foot steps on the same turn.
Always Prepared: At level 20, a guard can once per round attempt to counter an attack (using standard counter rules) without having readied an action to counter it. The guard can only counter one single attack in this way, not a full attack round and the guard can not use this ability while flat footed.
I'm quite happy with it, although i don't consider it to be "done". I'm sure i'll have to change some things, and i plan to add more options later on.
The Guard
While some warriors use brute strength and emotion to fell their foes, and others use dazzling techniques and speed, a guard approaches the battlefield with patience and calm calculation. While certainly aware of the importance of both technique and power, the guard uses these aspects of combat as precision tools, not making any unnecessary movements, not swinging any harder than what is needed, always waiting until the perfect time to strike. It is in their uncanny stillness, their ruthless efficiency, that the guards' true strength lies. Some call it instinct, some coldness, others reduce it to the simplest of calculations: to achieve as much as possible, with the fewest losses possible. Whether a cynical murderer or a loving protector of friends, the guard always looks reality in the eyes, weighing the options against each other, to find the perfect solution.
Role: At the end of the day, a guard is a warrior, and his/her role is to defeat enemies with physical force and stand in the way between his/her comrades and the dangers of battle. However, his/her defensive and tactical approach to battle gives the guard another, more versatile, role on the battlefield. This is to keep the enemy in check, stopping their attacks and interrupting their spellcasting or maneuvers. To control and level the battlefield, as well as aid allies in need. Outside of combat the guard is alert and holds knowledge not only about combat, but about many things, knowing that foreknowledge is the best defense. With his/her ability to learn quick and master many talents, each guard also has a breadth of experience and skill that can aid and supplement his/her allies'.
HD: d10
Alignment: Any
Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Intimidate, Knowledge (Dungeneering), (Engineering), (Geography), (History), (Local), (Nature), (Nobility), Perception, Perform, Profession, Ride, Sense Motive, Stealth, Swim
Skill Ranks Per Level: 6+int mod
Table: Guard
{table]Level:|Base Attack Bonus:|Fort Save:|Ref Save:|Will Save:|Special
1st|+1|+0|+2|+2|Counter, Distance, Guarded, Tactic +1
2nd|+2|+0|+3|+3|Patience, Preparation, Watchful Eye
3rd|+3|+1|+3|+3|Calmness, Counterstrike 1d6, On the Watch
4th|+4|+1|+4|+4|Double Readiness, Preparation
5th|+5|+1|+4|+4|Bonus Feat, Efficiency, Tactic +2, Practical Knowledge
6th|+6/+1|+2|+5|+5|Calculated Combat, Preparation
7th|+7/+2|+2|+5|+5|Counterstrike 2d6
8th|+8/+3|+2|+6|+6|Combat Training, Preparation
9th|+9/+4|+3|+6|+6|Bonus Feat, Careful Steps, Tactic +3
10th|+10/+5|+3|+7|+7|Preparation
11th|+11/+6/+1|+3|+7|+7|Counterstrike 3d6
12th|+12/+7/+2|+4|+8|+8|Preparation, Triple Readiness
13th|+13/+8/+3|+4|+8|+8|Bonus Feat, Greater Efficiency, Tactic +4
14th|+14/+9/+4|+4|+9|+9|Preparation
15th|+15/+10/+5|+5|+9|+9|Counterstrike 4d6
16th|+16/+11/+6/+1|+5|+10|+10|Precise Footwork, Preparation
17th|+17/+12/+7/+2|+5|+10|+10|Bonus Feat, Tactic +5
18th|+18/+13/+8/+3|+6|+11|+11|Preparation
19th|+19/+14/+9/+4|+6|+11|+11|Counterstrike 5d6
20th|+20/+15/+10/+5|+6|+12|+12|Always Prepared, Preparation[/table]
Weapon And Armor Proficiency: Guards are proficient with all martial weapons and crossbows, light and medium armor and shields (except tower shields).
Encounters: Many of the guard's abilities are usable one or several times per encounter. This means that the guard must spend 10 minutes focusing his/her mind without any combat or dangerous situations before being able to use the abilities again.
Counter: At level 1, a guard can attempt to cancel an enemies attacks by readying the counter action. The guard must choose one enemy to counter. If that enemy attempts to make an attack while threatened by the guard then the guard makes an attack roll. If the attack roll is higher than the enemies attack roll then the enemies attack is canceled (treat a canceled attack as a missed attack). If the counter is successful and enemy would have missed whoever it tried to attack anyway, this provokes an attack of opportunity from the guard. If the enemy attempts a full attack round the guard still only makes one attack roll to counter, against the enemy's first attack. If successful the guard cancels a maximum of as many of the enemies attacks as the guard him/herself could make in a full attack round (not counting extra attacks from two weapon fighting, natural attacks et cet). The enemy only rolls for its' first attack and any additional attacks that are not countered by the guard. The attacks are canceled in the order that they would be made. So, if an enemy can make three attacks in a full attack round and the guard can make two, and the guard successfully counters the enemy's full attack round, then the enemy can still make its' third attack, with the appropriate penalty to the attack roll. In that case the enemy would roll two attack rolls, the first one, that is opposed to the guard's, and a second one, that represents the enemy's third attack, and is therefore made with a -10 penalty. Attacks that are automatically countered as part of a full attack round cannot provoke attacks of opportunity from the guard. The guard can only counter an enemies attacks using a melee weapon. The guard can also attempt to counter a combat maneuver made by the enemy (with an opposed attack roll to their cmb roll), in wich case he/she must decide what type of maneuver to attempt to counter when he/she readies the counter. Maneuvers that can be made instead of attacks in a full attack round are countered as normal attacks, without needing a specially readied counter.
Distance: At level 1, as a move action, the guard can re-roll his/her initiative, adding his/her guard level as a bonus to the roll. If this gives the guard a different place in the initiative order than before, that order comes into effect on the round after. If the new roll would give the guard an initiative roll that is worse than his previous roll then he does not have to take the new roll. If this ability is used in the same round as a readied action then the possible new initiative order provided by the readied action supersedes that provided by the distance ability. If the readied action does not provide a new initiative order, then the distance ability can still provide a new one. For example, a guard is second in the initiative order, with one orc above him/her, and two goblins under him/her. On his/her turn, the guard spends a move action to re roll his/her initiative, providing a new roll that would put him/her first in the next round. If the guard then readies an action to counter the attack of the goblin that is last in the order and does so, thus changing his/her initiative order to second last in the next round, this supersedes the new order from the distance ability. In this case, the use of the distance ability will have been a complete waste. However, if the guard instead readies to counter the other goblin, that is after him in the order, and does so, then his initiative would not be changed because of the readied action, and the new roll from his/her distance ability applies on the next turn.
Guarded: At level 1, the guard gains combat expertise as a bonus feat.
Tactic: A guard knows how to prioritize in combat, at level 1, he/she learns to apply a tactic to pursue a set goal, gaining a +1 bonus to achieve the goal, and a -1 penalties on something else, that has lost priority. At level 5, and every four levels thereafter, the bonus and penalty both increase by +1. A guard chooses two tactics at level 1, and one additional tactic every four levels after 1. Starting a tactic is a move action, or a swift action, but in that case the tactic starts at the beginning of the guard's next turn. A guard can start a number of tactics each encounter equal to his/her intelligence modifier. Two tactics can not be active at the same time. Starting a new tactic cancels the current one. A tactic can be ended by the guard as a free action or an immediate action. The following are tactics the guard can choose from:
Aid Ally: The guard chooses an adjacent ally in need of help, and gives the ally his/her tactic bonus to ac, and him/herself his/her tactic penalty to ac. Once the ally stops being adjacent to the guard for one full round, the tactic has ended.
Avoid Magic: The guard chooses an enemy to be extra vary of, and receives his/her tactic bonus on all saving throws against spells and spell like abilities cast by that enemy, and his/her tactic penalty on all saves against spells or spell like abilities cast by anybody else. Once the enemy is dead, unconscious or otherwise out of combat, the tactic has ended.
Avoid Maneuver: The guard chooses a combat maneuver to be careful of, and receives his/her tactic bonus to cmd against that maneuver, and his/her tactic penalty against all other maneuvers.
Contain Enemy: The guard chooses an enemy that he/she currently threatens, and receives his/her tactic bonus on all attack rolls and double his/her tactic bonus on all damage rolls on attacks of opportunity caused by movement against that enemy and readied actions to attack that enemy if it tries to leave, and his/her tactic penalty on all other attack and damage rolls. Once the enemy is dead, unconscious or otherwise out of combat, the tactic has ended.
Defend against Enemy: The guard chooses an enemy and receives his/her tactic bonus to ac against that enemy, and his/her tactic penalty to ac against all other enemies. Once the enemy is dead or unconscious or otherwise out of combat , the tactic has ended.
Destroy Enemy: The guard chooses an enemy and receives his/her tactic bonus on all damage rolls made against that enemy, and his/her tactic penalty on all attack rolls against other enemies. Once the enemy is dead or unconscious or otherwise out of combat, the tactic has ended.
Get There: The guard chooses a specific square that must be longer away than his/her double move speed. The guard receives his/her tactic bonus to ac against attacks of opportunity caused by movement to get to the square and double his/her tactic bonus to acrobatics and climb checks to get to the square. The guard also receives his/her tactic penalty to all attack rolls. Once the guard has reached the square, the tactic has ended.
Hold Position: The guard stays still in once place and receives his/her tactic bonus to damage rolls on all attacks of opportunity and to cmd against bull rush maneuvers, and his/her tactic penalty on all other damage rolls. Once the guard has moved from his/her position in any way, the tactic has ended.
Protect Ally: The guard chooses an ally and receives his/her tactic bonus on all attack rolls made to counter attacks against that ally, and his/her tactic penalty on all attack rolls made to counter attacks against anybody else.
Release Ally: The guard chooses an ally that is grappled or entangled and adjacent to him/her, and gives the ally double his/her tactic bonus to cmb and/or escape artist checks to escape, and his/her tactic penalty to his/her own cmd. Once the ally is free the tactic has ended.
Retrieve Item: The guard chooses a weapon or item to retrieve, and receives his/her tactic bonus on all cmb rolls to steal or disarm it from an enemy, and to ac against attacks of opportunities caused by picking the item up from the ground, and his/her tactic penalty on damage rolls. Once the item has been retrieved by the guard or one of his/her allies, the tactic has ended.
Secure Ally: The guard chooses an ally that he/she is adjacent to, and gives the ally double his/her tactic bonus on all concentration checks to cast spells defensively, and him/herself his/her tactic penalty to ac. Once the ally has spent a full round without being adjacent to the guard, the tactic has ended.
Shake Them Off: The guard receives his/her tactic bonus to ac as long as he/she has moved at least 10 feet this round (not counting five foot steps), and his/her tactic penalty to perception checks and will saves.
Patience: At level 2, a guard adds his/her intelligence modifier to all attack and cmb rolls that are made as part of a readied action. In addition, the guard never provokes an attack of opportunity by using a combat maneuver when it is done as part of a readied action, even if he/she doesn't have the improved feat for that combat maneuver.
Preparations: At level 2 and every even level thereafter, the guard becomes even more prepared for combat, and even more calm in the face of danger. He/she chooses from the list of preparations below. Unless otherwise noted, no preparation can be selected more than once. Preparations marked with an asterisk modify the guard's counter ability. Only one of these effects may be applied to a counter at the same time. This choice is made before the attack roll is made. The dc for saving throws made against a preparation is 10+half the guard's level+the guard's intelligence modifier.
Back to center: The guard gains the quickdraw feat and may also sheathe a weapon or put away an item as a free action, rather than a move action. Also, sheathing a weapon or putting away an item does not provoke attacks of opportunity.
Battlefield Overview: Whenever the guard is first in the initiative order, he/she gets to know the current initiative order and gains the benefits of the spell deathwatch. This is not a supernatural effect though, only the effects of the guard's honed senses. Because of this, the guard does not find out whether a creature is technically not alive (as in the case of a construct or undead) only how close a creature is to being defeated in combat. Also, this does not allow the guard to see through people faking their deaths without a sense motive check opposed to their bluff check. At level 8, the guard can also see if a creature is at full hp, or below half, using this ability.
*Bleeding Counter: When making an attack of opportunity against an opponent as part of a counter, the opponent receives 1 bleed damage +1 for every die of counterstrike the guard has. This bleed damage can be stopped with a successful dc 15 heal check.
Calculated Movement: As a swift action, the guard may attempt to counter an attack of opportunity that he/she has provoked from movement, using the standard rules of the counter ability. No special modifications may be added to a counter made this way. The guard must be at least level 8 to select this preparation.
Careful Strike: As a standard action, the guard can make a single attack against an opponent, and ignore all miss chances caused by concealment. The guard must know in what square the opponent is in in order to attack it.
*Castling: When successfully countering the attack of an enemy the same size as the guard or smaller, the guard may choose to have him/her and the enemy switch places. The guard may also move him/her or the enemy one additional five feet as part of this movement. This cannot be used to move the enemy into a square that would harm it, such as a trap or spell. Neither the guard nor the enemy provokes attacks of opportunity with this movement.
Completely Shielded: While weilding a shield in one hand, the guard gains dr 3/-. A number of times per encounter equal to his/her intelligence modifier, the guard can spend an immediate action to add his/her intelligence modifier to this dr against one attack. The guard must be at least level 12 and have selected Smart Shieldwork to select this preparation.
*Counter Arrows: The Guard can choose to ready a counter against a ranged attack made by an enemy within 50 feet. The guard can only counter a ranged attack if it is directed at him/her or at someone adjacent to him/her. Countering this way can not give the guard an attack of opportunity against the enemy, even if the attack would have missed. The guard can use this ability to counter a ranged full attack round, using the normal rules for countering full attack rounds.
*Crippling Counter: When the guard makes a successful attack of opportunity against an opponent as part of a counter, he/she can attempt to cripple the opponent, slowing it down. The opponent's move speed is reduces by 10 feet. If the opponent has evasion or uncanny dodge it looses the benefits of these abilities while slowed down. If the opponent has improved evasion or improved uncanny dodge then these abilities instead start working as normal evasion and normal uncanny dodge while the opponent is slowed down. The opponent is slowed down for 1d4 rounds. Using this ability against a creature that is already crippled slows it down an additional 5 feet and prolongs the duration by 1d2 rounds. The creature cannot be slowed down below 5 feet. The creature receives a fortitude save to avoid the crippling. Creatures immune to precision damage cannot be crippled.
Damage Control: Whenever the guard is moved against his/her will by physical force he/she can take a free five foot step as part of that movement. The five foot step is used after the movement is resolved, meaning that if the guard is pushed 10 feet back he/she can use a five foot step to immediately move five feet forward, resulting in only being moved back five feet, or to move further back, resulting in being moved 15 feet. The guard can also use his/her five foot step to move sideways or diagonally. This does not work against mind controlling effects that make the guard move of his/her own accord, only against physical forces working from outside the guard, such as a bullrush or hydraulic push. At level 12, the guard may choose to move 10 feet instead, but only if the effect moves him/her at least 10 feet from the beginning.
Dirty Calculation: The guard can ready a dirty trick maneuver instead of the readied attack or counter as part of calculated combat. The guard must be at least level 6 to select this preparation.
*Distant Counter: The guard can counter an attack using a ranged weapon. The guard can only counter attacks made within 30 feet this way. Countering an attack with a ranged weapon provokes an attack of opportunity and expends ammunition, just like making an attack with a ranged weapon. If the guard has the point blank master feat, or another ability that enables him/her to make attacks with a ranged weapon without provoking attacks of opportunity, then this applies to countering as well. The enemy countered by the guard never provokes an attack of opportunity from the guard, even if its' attack would have missed. The guard can select this preparation several times, every additional time the guard selects it, the range is increased by 20 feet.
Expert Strike: When using combat expertise, the guard does not gain the penalty to attack rolls on the first attack made each round. If the guard readies an attack or counter as part of calculated combat that round, then he/she can choose to have that attack roll be the one that does not receive any penalties.
Free Strike: Once per encounter, when successfully countering an enemy's attack, the guard can choose to make an attack of opportunity against the enemy, even if that enemy would not have missed with its' attack. At level 10 and level 17, the guard can use this ability one additional time per encounter.
Furious Patience: The guard can choose to give up the intelligence modifier to attack rolls when making a readied attack, and instead gain his/her intelligence modifier as a bonus to damage rolls. The guard chooses whether to use this ability when readying the action.
Guard's Tricks: The guard is very adaptable in combat, and has many small tricks that he/she can use to his/her advantage. A number of times per encounter equal to his/her intelligence modifier, the guard can use one of the following tricks:
- Catch This: As a swift action, the guard can throw an item that he/she is holding in one hand to an ally as a ranged touch attack with a range increment of 10 feet. If the attack roll is successful, the ally can catch the item as an immediate action. This ability can also be used to throw an item into an empty square. The item does not break, and cannot be used to hurt anyone with this ability.
- Foothold: As a free action, the guard can step on an item that is in his/her square, securing it from being picked up. Anyone attempting to pick the item up must succeed on a disarm check against the guard, in addition to the usual attack of opportunity that picking up an item provokes. The guard can also pick up the item as a free action as part of movement. To do this, the guard has to have at least one hand free. The guard can only pick up items in this way that are small enough to hold in one hand. If the guard is knocked prone, the item stops being secured.
- Get ready: The guard can equip any shield except a tower shield as a move action or draw an item from his/her backpack as a swift action. If the guard has the quickdraw feat, he/she can both equip a shield and draw an item as a free action.
- Open Minded: For this trick, the guard chooses one preparation for which he/she meets the prerequisites. This must be a prepration that gives the guard a permanently usable ability, such as "Dirty Calculation" or "Supernatural Dodge". Having a prepration in this slot does not count as having to prepration for the purpouse of meeting prerequisites. By training for four hours, the guard can exchange the preparation in this slot for another one. This can only be done once per day, the change is not temporary, the guard must spend an additional four hours to change back.
- Reveal the Hidden: The guard is trained in fighting creatures that are invisible, and can splatter them with dust or dirt to reveal their location. As a standard action, when in a place that has dust or dirt or mud or similar on the ground (or if the guard has in any way access to something similar) the guard can throw or splatter it in a 15 ft cone as a standard action. Any invisible creatures that are in the cone must make a reflex save, if they fail, they stop being invisible and gain merely 20% concealment, if they succeed, they keep on being invisible. At level 10, the guard can use this ability as a move action, and the invisible creature becomes completely visible if it fails its' reflex save.
At level 5, 10 and 15, the guard can use a guard's trick one additional time per encounter, in addition to his/her intelligence modifier.
Intelligent Training: The guard chooses one combat feat that has a certain physical ability score as a prerequisite. The guard may use his/her intelligence score instead of this ability score. This preparation does not allow the guard to gain the feat as a bonus feat, only to meet the prerequisites for it. This preparation may be selected multiple times.
Nimble Leap: When the guard spends both his/her five foot steps to move in a straight line without any interrupting actions, he/she can choose to move 15 feet, rather than 10. The guard must be at least level 10 to select this preparation.
One Step Ahead: Whenever the guard is first in the initiative order, he/she gains the evasion ability. At level 10, the guard instead gains the improved evasion ability.
On Guard: When the guard attempts to counter an attack, whoever the attack is directed at gains a +2 bonus to ac against the attack. If the counter is unsuccessful, the ac bonus still remains, but if the enemy attempts a full attack round, the bonus is only against the first attack.
*Penetrating Counter: When the guard makes a successful attack of opportunity against an opponent as part of a counter, that attack overcomes all damage reduction except dr/- and dr/slashing piercing or blunt. The guard must be at least level 8 to select this preparation.
*Penetrating Counter, Greater: When the guard makes a successful attack of opportunity against an opponent as part of a counter, that attack overcomes damage reduction as the penetrating counter ability. It also ignores all dr/- and dr/piercing slashing and blunt.
Perfect Prediction: When readying to counter an enemy's attack, the guard can choose to decide not just which enemy to counter, but also who the guard thinks that enemy will attack. If the enemy attacks someone that the guard did not predict, then the guard cannot counter the enemy's attack. However, if the enemy attacks the right person and the guard successfully counters the attack, then the enemy automatically provokes an attack of opportunity from the guard, even if the enemy's attack would not have missed. The guard must be at least level 6 to select this preparation.
Perfect Timing: A number of times per encounter equal to his/her intelligence modifier, when the guard readies an action, he/she can choose to keep his/her place in the initiative order, rather than move to the order in which the readied action takes place. The guard must be at least level 6 to select this preparation.
Planned Route: As a swift action, a number of times per encounter equal to his/her intelligence modifier, the guard can ignore all difficult terrain for one round.
Powerful Strike: A number of times per encounter equal to his/her intelligence modifer, the guard may spend a swift action to add his/her counterstrike damage to the next attack he/she makes. If this attack misses then the ability is wasted. The counterstrike damage does not stack with itself and can therefore not be added to another attack that deals counterstrike damage.
*Protective Counter: When the guard makes a successful attack of opportunity against an opponent as part of a counter, the guard receives a dodge bonus to ac against that opponent equal to 1 +1 for each counter attack die the guard has. This bonus lasts until the end of the enemy's next round.
Readied Cleave: The guard can ready the cleave ability instead of the readied attack or counter as part of calculated combat. The guard must still have the cleave feat to use the cleave ability. The guard must be at least level 6 to select this preparation.
Readied Focus: The guard can ready the focused shot ability instead of the readied attack or counter as part of calculated combat. The guard must still have the focused shot feat to use this ability. The guard must be at least level 6 to select this preparation.
Ready and Stable: When the guard has readied a counter, and is waiting to use it, he/she gains a +4 bonus to his/her cmd against bull rush, trip and overrun maneuvers.
Ready for it: Whenever the guard is first in the initiative order, he/she adds his/her intelligence modifier to his/her cmd.
Shield Master: When wielding a shield in one hand, the guard can counter one additional attack in a full attack round. This means that a guard at level 3 can counter two attacks during a counter, rather than one. At level 10, the guard can counter two additional attacks while wielding a shield.
Sidestepper: Whenever the guard is first in the initiative order, he/she gains a +2 dodge bonus to ac.
Smart Shieldwork: When wielding a shield in one hand, the guard adds his/her shield bonus to his/her touch ac and to cmd. Also, a number of times per encounter equal to his/her intelligence modifier the guard can spend an immediate action to increase his/her shield bonus by an amount equal to his/her intelligence modifier against one attack.
*Staggering Counter: A number of times per encounter equal to his/her intelligence modifier, when the guard makes a successful attack of opportunity against an opponent as part of a counter, that opponent gains the staggered condition. The opponent receives a fortitude save to avoid the condition. The guard must be at least level 12 to select this preparation.
Stoic: The guard receives a +2 bonus to his/her will save. Also, a number of times per encounter equal to his/her intelligence modifier, the guard can make a will save instead of a fortitude save. The choice to use this ability must be made before the roll is made.
*Stunning Counter: A number of times per encounter equal to his/her intelligence modifier, when the guard makes a successful attack of opportunity against an opponent as part of a counter, that opponent gains the stunned condition. The opponent receives a fortitude save to avoid the condition. The guard must be at least level 16 and have selected staggering counter to select this preparation.
Supernatural dodge: The guard can ready an action to dodge the magic of a spellcaster. If that spellcaster casts a spell with an area of effect that would effect the guard the guard makes an acrobatics check against the spell's dc. If the guard is successful he/she ignores the effect of the spell completely, as if he/she was not part of the area of effect. Spells thar remain, and give addional effect to people that stay within the area still effect the guard later on, but on the round directly after the spell has been avoided, the guard receives no negative concequences for staying within the area. For example, if the guard avoids the effect of a stinking cloud spell he/she can spend his/her next turn moving out of the cloud area (or something else) without being affected by the spell. This action can be readied instead of an attack or counter as a part of calculated combat. The guard must be at least level 6 to select this preparation.
Supernatural Dodge, Greater: The guard can ready an action to dodge the magic of a spellcaster. This works as the ordinary supernatural dodge, except the guard may also use it to dodge spells that targets him/her directly, as long as those spells require a saving throw. The guard does not have to be the only target of a spell to be able to dodge it. The guard must be at least level 10 and have selected supernatural dodge to select this preparation.
Surprise Switch: As an immediate action, a number of times per encounter equal to his/her intelligence modifier, the guard may switch who he/she has readied to counter to another enemy within counter distance. The new enemy is treated exactly as if the guard readied to counter that enemy in the first place.
Swift Distance: A number of times per encounter equal to his/her intelligence modifier, the guard can use his/her distance ability as a swift action.
Swift Re Planning: A number of times per encounter equal to his/her intelligence modifier, the guard can start a tactic right away as a swift action.
*Violent Immobilization: When the guard makes a successful attack of opportunity against an opponent as part of a counter and chooses to make a combat maneuver instead of a normal attack, the guard can still give the damage from his/her counterstrike ability to the enemy. This damage is only given if the maneuver is successful.
Watchful Eye: From level 2, the guard adds half of his/her guard level to all perception and sense motive checks.
Calmness: At level 3, the guard receives a +2 bonus against mind affecting effects. At level 5, and every five levels thereafter, this bonus rises by +1.
Counterstrike: At level 3, whenever a guard makes an attack of opportunity against an enemy as a part of countering that enemy's attack, he/she adds +1d6 to the damage roll. At level 7, and every four levels thereafter, this damage bonus increases by 1d6.
On the Watch: At level 3, once per week, the guard can go a full night without sleeping without suffering any penalties.
Double Readiness: At level 4, whenever a guard readies an action, he/she may choose two separate actions, with separate triggers, and later act on either one of them. Whenever the opportunity to make one of the actions presents itself, the guard can choose to wait, to see if an opportunity for the other action presents itself, the first action is then considered lost. The guard cannot perform both actions. For example, a guard could choose to use his/her standard action to ready an action to counter the attack of the dragon in front of him/her, while simultaneously readying another action to attack the dragon if it tries to casts a spell. This ability can be used to ready the same action twice, with different triggers, such as readying to counter the attacks of two different enemies. At level 12, the guard can ready three actions this way.
Bonus Feat: At level 5, and every four levels thereafter, the guard selects a bonus combat feat. He/she must meet all the prerequisites for these feats.
Efficiency: At level 5, a guard can make a free action as part of a readied action. This means that the guard can ready one action (standard, move, swift, free), plus one free action, that must be spent right before or after the readied action. For example, the guard can ready to drop his/her weapon as a free action and strike an enemy with an unarmed strike as a standard action. The guard can make only one free action this way.
Practical Knowledge: At level 5, a guard can use his/her wordly knowledge to his/her advantage. He/she can make knowledge checks untrained and he/she also gains a number of simple abilities based on each one of his/her knowledge skills. The guard can:
- Use Knowledge (Dungeoneering) instead of a spellcraft check to identify a spell as it is being cast. This ability is usable a number of times per day equal to the guard's intelligence modifier.
- Use Knowledge (Engineering) instead of a disable device check. This ability is usable a number of times per day equal to the guard's intelligence modifier.
- Use Knowledge (Geography) to travel for extra time without it being counted as a forced march (dc 10+3 for every extra hour). The guard can lead others in this travel, giving them the same bonus. The guard can lead a number of people equal to twice his/her intelligence modifier.
- Use Knowledge (History) to attempt to identify a creature that would normaly require a different knowledge check to identify. This ability is usable once per day at level 5, and one additional time per day for every five levels after five.
- Use Knowledge (Local) to gather information as if using diplomacy. This only takes half the time from normal (1d2 hours).
- Use Knowledge (Nature) instead of survival to follow tracks. This ability is usable a number of hours per day equal to the guard's intelligence modifier.
- Use Knowledge (Nobility) instead of an intimidate check to influence someone's attitude. This ability is usable a number of times per day equal to the guard's intelligence modifier.
Calculated Combat: At level 6, as a full round action, the guard may make one attack with a -5 penalty and ready an action to make an ordinary attack or a counter. At level 11, the guard can make one additional attack as part of this full round, with a -10 penalty and at level 16, the guard can make a third attack, with a -15 penalty.
Combat Training: At level 8, a guard counts half his/her guard level as a fighter level for the purpose of qualifying for feats.
Careful Steps: At level 9, a guard can take two five foot steps per turn. However, if the guard has moved that turn, he/she still cannot take any five foot steps. While in difficult terrain, the guard can still take one of these steps. If the guard has any ability that allows him/her to take a five foot step through difficult terrain he/she can take both steps through difficult terrain.
Greater Efficiency: At level 13, the guard can take both of his/her five foot steps as part of a readied action. The guard can only do this if he/she has not taken both of the five foot steps during his/her turn.
Precise Footwork: At level 16, a guard can both move and take one of his/her five foot steps on the same turn.
Always Prepared: At level 20, a guard can once per round attempt to counter an attack (using standard counter rules) without having readied an action to counter it. The guard can only counter one single attack in this way, not a full attack round and the guard can not use this ability while flat footed.