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    Introduction
  Tour of the City
  Organizations
  The University
  New Game Rules
  Prestige Classes
     Chanter
     Moonknight
     Silver Wardens
     Spellbinder
     Spellguard
     Summoner
     Whistler
  NPCs
     Appendix I
     Appendix II
     Appendix III
  Spellguard

The Spellguard is one of the most important factors in keeping Silverymoon a safe and pleasant environment. They patrol the city, dealing with rogue mages or rowdy visitors that prove to be too much trouble for the militia and Knights in Silver.

Their second, and equally as important, function is to study the ancient elven texts detailing the high magic rituals involved in weaving the legendary mythals. They hope to one day make Silverymoon into a modern day Myth Drannor, with harmony between the races and the exploration of magic and music foremost in the mind's of its citizens. This dream of Alustriel's has taken a huge step in the past 30 years with the development of ward magic. The Spellguard believes that it has uncovered the foundation of mythal magic, but only time will tell if they are able to reproduce the feats of the past.

Hit Dice: d6

Requirements
To qualify to become a Spellguard, a character must fulfill all the following criteria.

Knowledge (Arcana): 8 ranks
Knowledge (Local): 4 ranks
Spellcraft: 8 ranks
Feats: Alertness, Ward Weaving
Spellcasting: Ability to cast 4th level arcane spells
Special: The character must be sponsored by a government official or University faculty member.

Class Skills
The Spellguard's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Scry (Int, exclusive skill), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis). See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill points at each level: 2 + Int modifier

The Spellguard
Class Level Base Attack Fort. Save Ref. Save Will Save Special
1 +0 +0 +0 +2 Spellguard Token, Ward Sense
2 +1 +0 +0 +3 Improved Ward Weaving
3 +1 +1 +1 +3 Uncanny Dodge (never flat-footed)
4 +2 +1 +1 +4 Improved Ward Weaving, Ward Sense
5 +2 +1 +1 +4 Share Ward


Spellcasting

Level Spells per Day
1 +1 existing caster level
2 +1 existing caster level
3 +1 existing caster level
4 +1 existing caster level
5 +1 existing caster level


Class Features

Weapon and Armor Proficiency: Spellguards are skilled with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. Spellguards are not proficient with any type of armor nor with shields. Armor of any type interferes with a Spellguard's movements, which can cause her spells to fail (if those spells have somatic components). Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of equipment carried.

Spellguard Token: Every new Spellguard is given a Spellguard token. These special spelltokens are keyed to all of the city's wards except for the Palace Ward. The Spellguard immediately knows which ward is triggering the alarm, and she acts as if under the effects of an expeditious retreat until she reaches the warded area or 10 rounds have gone by. In addition, only the bearer of a Spellguard token may call greater ward abilities into effect.

Ward Sense: Starting at 1st level, the Spellguard gains the ability to use detect ward as a spell-like ability 3/day.

At 4th level, the Spellguard can use this ability to pinpoint the exact location of a ward focus. This takes five consecutive rounds of concentration and may be performed only after the ward's presence and strength have been determined. For each additional round spent concentrating, the Spellguard can determine one power of the ward, starting with the weakest. Greater ward abilities can be detected in this way, but only after all other information has been gained.

Improved Ward Weaving: Starting at 2nd level, the Spellguard gains additional powers associated with the creation and use of wards.

Collaborative Weaving - Starting at 2nd level, the Spellguard can weave a ward with one or more other participants. Each additional participant reduces the Ward Pool Multiplier by 1, though it can never be brought below 1. Note that the unadjusted Ward Pool Multiplier is still capped by the weaver's level. All participants must have the Ward Weaving feat, but only the weaver need have the Collaborative Weaving ability. Those aiding the weaver must pay 1/2 of the final XP cost themselves, and this does not reduce the amount of XP paid by the weaver.

Greater Endowment- Starting at 4th level, the Spellguard can imbue his wards with even greater abilities. She can do any one of the following:

· Ban a school of magic from functioning within the confines of the ward. All spells of the chosen school fail automatically. Only one School Ban may be woven into a particular ward.

· Choose from the following spells to add to the ward (this adds to the list found in the Ward Magic section of Chapter Five): mage armor, bull's strength, cat's grace, darkness, darkvision, daylight, enlarge, forcecage, haste, hold monster, hold person, jump, mass haste, reduce, shatter, stone shape, telekinesis

· Call forth a marble golem (see Chapter Five for details) to defend the warded area. This golem is under control of the person who originally called it, but another spelltoken user can take control if the original controller is incapacitated. Changing controllers like this does not drain strength from the ward.

· The Spellguard can set up a trigger to cause any spell woven into the ward to effect all allies within the ward's radius.

Imbuing a ward with a greater ability counts as five spell levels when determining the cost of the ward, and the ability counts as five spell levels for purposes of determining its strength through spells such as reveal ward.

Uncanny Dodge: At 4th level, due to her training as a guardian of the city, the Spellguard gains the extraordinary ability to react to danger before her senses would normally allow her to even be aware of it. She retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (she still loses her Dexterity bonus to AC if immobilized.) If the Spellguard has another class that confers this ability, starting at 4th level her class levels stack to determine the appropriate bonus.

Share Ward: At 5th level the Spellguard understands wards so well that she can mix their arcane energies with her own. She may now choose up to five abilities of the warded area she currently occupies to use as spell-like abilities for as long as she remains within the ward. Using these abilities is a standard action, and do not count against the ward's strength. She may not use any ability that her current spellcaster level would not allow. Thus, a Wiz6/Spg5 could use up to 6th level spell effects, but could not use 7th level effects or above until she rose in level. Greater ward abilities cannot be used in this manner.

 

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