Free Web Hosting Provider - Web Hosting - E-commerce - High Speed Internet - Free Web Page
Search the Web

Bone Guardian


Overview

From the colluseum in Strylic on the Horned Isle the Bone Guardians are chosen. They are the best that the gladiator arena can offer and once a year a new champion emerges from the arena to take his place as a bone guardian. Bone Guardians are traditionally minotaurs who have won the yearly contests of combat in the arena in Strylic. They have few equals in the field of martial combat, and as a reward they become a Bone Guardian.

As a Bone Guardian they are given the honored responisbility of guarding the bones of the great dragon, Ambersinestra. They are indoctorined on the hidding place of the bones, the history of it's keeping, and the methods and means of protecting the great prize, for there are many wizards and sorcerers who would give anything to gain the powers that the bones of the Great Dragon would give them in their magical abilities. Therefore the Bone Guardians are well trained in combating and observing the arts of magic - though they themselves usually can't perform any feats of magic.

Requirements

To qualify to become a Bone Guardian a character must fulfill the folowing criteria:

Base Attack Bonus: +8
Race: Minotaur
Feats: Dodge, Alertness, Blind-Fight

Class Skills

The Bone Guardian's class skills (and the key ability for each skill are Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), and Search (Int). See Chapter 4: Skills in the Core Rule Book I for Descriptions.

Skill Points at Each Level: 6 + Str modifier.

Class Features

All of the following are class features of the Bone Guardian Prestige Class:

Hit Dice: d12

Weapon and Armor Proficiency: The Bone Guardian are proficient with all martial weapons. The Bone Guardian is proficient with any armor.

Class Level Base Attack Bonus Fort Save Ref Save Will Save Armor Class Bonus Special
1st +1 +1 +0 +1 +1 Bone Attunement
2nd +2 +2 +0 +1 +1 Spell Resistance 10
3rd +3 +2 +0 +2 +2 Sense Living
4th +4 +3 +1 +2 +2
5th +5 +4 +1 +3 +3 Spell Resistance 12
6th +6 +5 +2 +3 +3 Magic Sensativity
7th +7 +5 +2 +4 +3 Spell Resistance 14
8th +8 +6 +2 +4 +4 Sense Living (No Duration)
9th +9 +6 +3 +5 +4 Magic Sensativity (No Duration)
10th +10 +7 +3 +6 +5 Spell Resistance 15

Bone Attunement: At 1st level the Bone Guard is sensatized to the bone fragments and dust that he is guarding. This allows him to sense any presence of the magical bones from anywhere. If any trace of the bones should leave the sacred cystern the Bone Guard will know in which direction the bone lies and will be able to hunt it down and retrieve it.

Sense Living: At 3rd level the Bone Guard is able to sense the presence of other living entities in it's local surroundings. This ability lets the Bone Guard know for certain that another living thing is within the area, but not where that living entity is. The ability works in a 10 feet radius per level and it's duration is 20 minutes per level. At 8th level this ability can be simply turned on or off at will.

Magic Sensativity: At 6th level the Bone Guard is able to detect the presence of magic. This includes cast spells, magical arms, armor, artifacts, potions, rings, etc.. As the Sense Living ability the Bone Guard can detect the presence of magic within the area of the ability, but not the exact location of the magic. The ability works in a 10 feet radius per level and it's duration is 15 minutes per level. At 9th level this ability can be turned on or off at will.

Spell Resistance: This acts as the standard Spell Resistance used by monsters in the Monster Manual


Back