Warrior

Guardian - by T.A. Saunders ©2013 v1.0

Summary Protectors and bodyguards, the guardian is trained specifically to defend a single person or location. They are trained to be aware of their surroundings and understand the use of a handful of weapons and unarmed fighting styles to effectively execute that task. Extremely hard to kill outside of extreme means, the guardian is the ideal defense against assassins and thieves. Guardians prefer heavy armor to aid in their duties, though some prefer medium weight armor to rely a bit more on speed, than being the proverbial metal turtle.

Class Skills Aegis of Heroism

By this skill, a guardian can block, parry or deflect any and all attacks in his or her immediate vicinity for 1d4 combat rounds. This skill can be used only once per combat scenario and no attempts to attack can be made. Deflected attacks do not get a chance to be reflected back at the attacker and the guardian cannot move out of a 10′ area. Deflection does not apply to area of effect attacks, artillery attacks such as cannons or catastrophic damage, such as a falling building. (65% chance to block all incoming attacks for 1d4 rounds).

Sense of Surroundings

A guardian is trained to watch for those who wish to remain hidden. Because of this, they are able to sense those lurking in shadows or tell-tale traces of those masking themselves with sorcery. Even illusions are less likely to fool a guardian. (55% chance to detect those otherwise successfully hidden in shadows or by sorcery/illusion).

Relentless Defense

A guardian can take incredible amounts of damage, even above and beyond other warriors. Between their chosen armor and their training, guardians automatically take half-damage from all melee/ranged attacks and cannot be stunned or dazed with a single blow. While magic can daze or stun a guardian, it likewise only strikes for half damage. Catastrophic damage does not check against this skill. Additionally, this grants the guardian the ability to block two attacks per round at 75% success, on top of however many attacks per round they may receive from expert skill in a particular weapon. (50% damage reduction vs. attacks, immunity to non-magical stun/daze).