Kingsguard (3.5e Class)

Kingsguard.
Summary::Kingsguard's are Noble Knights who protect the wild frontier and master the use of the bow. They begin their journey as able hunters who rely on their arrows and wilderness skills to survive. As they progress they become powerful skrimishers and wilderness experts. They are unique masters of hunting and stalking especially against their chosen quarry. They also gain access to a small amount of divine spells to help them survive in harsh situations. They differ from woodsmen in appearance as they never wear green or brown. Kingsguards prefer to wear the uniform of their Lord.

Making a Kingsguard
Primary Abilities: Dexterity.

Secondary Abilities: Wisdom.

Races: Human.

Alignment: Any.

Starting Package: Yes.

Starting Age: Any.

Class Features
All of the following are class features of the Kingsguard.

Weapon and Armor Proficiency: Proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Select a creature type from among those given on Kingsguard Favored Enemies List. The kingsguard gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the kingsguard may select an additional favored enemy from those given on the list. If the kingsguard chooses humanoids as a favored enemy, he must also choose an associated subtype of humanoids such as elves, dwarfs, or humans. These bonuses do not increase with level.


 * Kingsguard Favored Enemies: Animal, Dragon, Elemental, Fey, Giant, Humanoid Dwarf, Humanoid Elf, Humanoid Goblinoid, Humanoid Gnoll, Humanoid Human, Humanoid Orc, Magical beast, Monstrous humanoid, Plant, Undead, Vermin.

 : 1st level. A kingsguard gains Track as a bonus feat.

 : 1st level. A kingsguard can select a creature as their quarry as a swift action. A kingsguard gains a +2 bonus to damage rolls against their chosen quarry. This bonus to damage increases by 2 every five levels thereafter (5th, 10th, 15th, and 20th).

A kingsguard must be the closest party member to their quarry to gain this bonus. If you and an ally are adjacent to your quarry you can still gain this bonus.

 : 2nd level. A kingsguard gains Rapid Shot as a bonus feat even if he does not have the normal prerequisites.

 : 3rd level. A kingsguard gains Endurance as a bonus feat even if he does not have the normal prerequisites.

 : 4th level. With a light weapon, rapier, scimitar, or longsword made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.

A kingsguard gains Manyshot as a bonus feat even if he does not have the normal prerequisites.

 : 7th level. a kingsguard may move through any sort of non-magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

 : 8th level. a kingsguard can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

a kingsguard can avoid unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the kingsguard is wearing medium, light or no armor. A helpless kingsguard does not gain the benefit of evasion.

 : 11th level. A kingsguard gains Improved Precise Shot as a bonus feat even if he does not have the normal prerequisites.

 : 13th level. A kingsguard of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

 : 17th level. Any weapon the character wields against one of his or her favored enemies is treated as a bane weapon for that creature type (thus, its enhancement bonus is increased by +2 and it deals +2d6 points of damage). This ability doesn’t stack with other bane or similar abilities.

Spells: Beginning at 4th level, a guard gains the ability to cast a small number of divine spells, which are drawn from the kingsguard spell list. A guard must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a guard must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a guard’s spell is 10 + the spell level + the guard’s Wisdom modifier.

Like other spellcasters, a guard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Kingsguard. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Kingsguard indicates that the guard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The guard does not have access to any domain spells or granted powers, as a cleric does.

A guard prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A guard may prepare and cast any spell on the kingsguard spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

A guard's caster level is one-half of his kingsguard level.

Kingsguard Spell List:

1st&mdash; Alarm, Bless, Cure Light, Detect Good, Detect Evil, Detect Magic, Endure Elements, Identify, Magic Weapon, Pass without Trace, Read Magic, Restoration Lesser.

2nd&mdash; Aid, Align Weapon, Bull's Strength, Cat's Grace, Cure Moderate, Delay Poison, Find Traps, Hold Animal, Resist Energy.

3rd&mdash; Cure Serious, Darkvision, Dispel Magic, Freedom of Movement, Magic Vestment, Protection from Energy, Remove Disease, See Invisibility, Slow.

4th&mdash; Break Enchantment, Cure Critical, Death Ward, Dismissal, Neutralize Poison, Restoration, Tongues.

Epic Kingsguard
Spells: The kingsguard's caster level is equal to one-half his or her class level, as normal. The kingsguard’s number of spells per day does not increase after 20th level.

Favored Enemy: The epic kingsguard gains one additional favored enemy.




 * Epic Guard Bonus Feat List: Blinding Speed, Combat Archery, Death of Enemies, Distant Shot, Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Epic Weapon Focus, Fast Healing, Improved Combat Casting, Improved Favored Enemy, Improved Manyshot, Improved Spell Capacity, Legendary Climber, Legendary Rider, Legendary Tracker, Perfect Health, Permanent Emanation, Spontaneous Spell, Storm of Throws, Swarm of Arrows, Uncanny Accuracy.

Human Kingsguard's Starting Package
Armor: Studded Leather Armor.

Weapons: Shortbow, Longsword, Dagger.

Equipment: Backpack, travelers clothes, waterskin, bedroll, flint and steel, 3 torches, hemp rope(50'), and 3 days trail rations.

Gold: 10g.

Playing a Kingsguard
Religion: By alignment.

Other Classes: Empathy with Martial Classes.

Combat: Striker. Dealing ranged damage from concealment and staying mobile.

Advancement: Multi-classing can add breadth.

Kingsguards in the World
"Shoot first and ask questions later. Or just shoot first and don't ask any question? It really doesn't matter.  Just remember to get your arrows back."

Daily Life: Hunter and Wilderness guide.

Organizations: Fighters Guilds, Regional Military, or Knightly organizations.

NPC Reactions: A skilled hunter and knight.

Kingsguard Lore
Characters with ranks in Knowledge (local) can research Kingsguard to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.