Whiteguard (3.5e Alternate Class Feature)



Special: The character must have made peaceful contact with an good outsider who was summoned by him or someone else, instead of an evil one.

Class Features
Aura of Good (Ex): The power of a Whiteguard’s aura of good (see the detect good spell) is equal to his class level plus his cleric level, if any.

Detect Evil (Sp): At will, a Whiteguard can use detect evil as a spell-like ability, duplicating the effect of the detect evil spell.

Poison Use: Whiteguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. Most Whiteguards deal with positoxinsLM, however, there are some times where regular poison is needed.

Divine Grace (Su): A Whiteguard applies his Charisma modifier (if positive) as a bonus on all saving throws.

Smite Evil (Su): Once a day, a Whiteguard of 2nd level or higher may attempt to smite evil with one normal melee attack.

He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. If a Whiteguard accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day.

At 5th level, and again at 10th level, a Whiteguard may smite evil one additional time per day.

Aura of Hope (Su): Beginning at 3rd level, the Whiteguard radiates a benign aura that causes allies within 10 feet of him to gain a +2 bonus on all saving throws. This ability does not affect the Whiteguard.

Turn Undead (Su): When a Whiteguard reaches 3rd level, he gains the supernatural ability to turn undead. He turns undead as would a cleric of two levels lower.

Whiteguard Spell List
Whiteguards choose their spells from the following list:

1st Level: Remove fear, bless weapon, cure light wounds, doom, inflict light wounds, magic weapon, summon monster I*.

2nd Level: bull’s strength, cure moderate wounds, continual flame, death knell, eagle’s splendor, inflict moderate wounds, shatter, summon monster II*.

3rd Level: 'contagion, cure serious wounds, daylight, inflict serious wounds, protection from energy, summon monster III*.

4th Level: cure critical wounds, freedom of movement, inflict critical wounds, poison, summon monster IV*.

* Good creatures only.

Fallen Paladins of Slaughter or Tyranny
Whiteguards who have levels in the Paladin of Slaughter or Paladin of Tyranny (that is to say, are now ex-paladins of Slaughter or Tyranny) gain extra abilities the more levels of paladin they have.

A fallen paladin of Slaughter or Tyranny who becomes a Whiteguard gains all of the following abilities that apply, according to the number of paladin of Slaughter or Tyranny levels the character has.

The character level of the character does not change. With the loss of paladin levels, the character no longer gains as many extra abilities for being a fallen paladin.

The Whiteguard’s Celestial Servant
Upon or after reaching 5th level, a Whiteguard can call a celestial bat, cat, dire rat, horse, pony, raven, or toad to serve him. The Whiteguard’s servant further gains HD and special abilities based on the Whiteguard’s character level (see the table below).

A Whiteguard may have only one celestial servant at a time.

Should the Whiteguard’s servant die, he may call for another one after a year and a day. The new celestial servant has all the accumulated abilities due a servant of the Whiteguard’s current level.

Character Level: The character level of the Whiteguard (his Whiteguard level plus his original class level).

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the servant’s base attack and base save bonuses, as normal.

Natural Armor Adj.: This is an improvement to the servant’s existing natural armor bonus.

Str Adj.: Add this figure to the servant’s Strength score.

Int: The servant’s Intelligence score. (A celestial servant is smarter than normal animals of its kind.)

The abilities mentioned in the “Special” column of the accompanying table are described below.

Empathic Link (Su): The Whiteguard has an empathic link with his servant out to a distance of up to 1 mile. The Whiteguard cannot see through the servant’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of the empathic link between the servant and the Whiteguard, the Whiteguard has the same connection to a place or an item that the servant does.

Improved Evasion (Ex): If the servant is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.

Share Saving Throws: For each of its saving throws, the servant uses either its own base save bonus or the Whiteguard’s, whichever is higher. The servant applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the Whiteguard might have.

Share Spells: At the Whiteguard’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his servant. The servant must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the servant if it moves farther than 5 feet away and will not affect the servant again even if the servant returns to the Whiteguard before the duration expires. Additionally, the Whiteguard may cast a spell with a target of “You” on his servant (as a touch range spell) instead of on himself. A Whiteguard and his servant can share spells even if the spells normally do not affect creatures of the servant’s type (magical beast).

Speak with Whiteguard (Ex): If the Whiteguard’s character level is 13th or higher, the Whiteguard and servant can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Blood Bond (Ex): If the Whiteguard’s character level is 16th or higher, the servant gains a +2 bonus on all attack rolls, checks, and saves if it witnesses the Whiteguard being threatened or harmed.

This bonus lasts as long as the threat is immediate and apparent.

Spell Resistance (Ex): If the Whiteguard’s character level is 19th or higher, the servant gains spell resistance equal to the Whiteguard’s level + 5. To affect the servant with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the servant’s spell resistance.