Whiteguard (3.5e Alternate Class Feature)
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The antithesis to the antithesis of the paladin.
Prerequisites: any good
Replaces: Most blackguard abilities, and certain spells.
Benefit: See below
|1st||Aura of Good, Detect Evil, Poison Use|
|2nd||Divine Grace, Smite Evil 1/day|
|3rd||Turn Undead, Aura of Hope|
|5th||Celestial Servant, Smite Evil 2/day|
|10th||Sneak Attack +3d6, Smite Evil 3/day|
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.
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.
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.
Whiteguard Spell List
Whiteguards choose their spells from the following list:
* Good creatures only.
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.
|1–2||Smite evil 1/day. (This is in addition to the ability granted to all Whiteguards at 2nd level.|
|3–4||Lay on hands. Once per day, the Whiteguard can use this supernatural ability to cure himself or his celestial servant of damage equal to his Charisma bonus x his level.|
|5–6||Sneak attack damage increased by +1d6. Smite evil 2/day.|
|7–8||Celestial summoning. Once per day, the Whiteguard can use a summon monster I spell to call forth a good creature. For this spell, the caster level is double the Whiteguard’s class level.|
|9–10||Redeemed Undead companion. In addition to the celestial servant, the Whiteguard gains (at 5th level) a Medium-size Redeemed Undead skeleton or zombie as a companion. This companion cannot be turned or rebuked and gains all special bonuses as a celestial servant when the Whiteguard gains levels. Smite evil 3/day.|
|11 or more||A fallen paladin of this stature immediately gains a Whiteguard level for each level of paladin he trades in.|
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||Bonus HD||Natural
|12th or lower||+2||+1||+1||6||Empathic link, improved evasion, share saving throws, share spells|
|13t-15th||+4||+3||+2||7||Speak with Whiteguard|
Character Level: The character level of the Whiteguard (his Whiteguard level plus his original class level).
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.
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.