Custodian
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The Warden
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Instead of defending a number of allies, custodians are dedicated to defending a single individual. Generally thought to be incredibly restrictive, this bond is commonly involuntary or fueled by pure devotion. Despite these assumed restrictions, custodians are known to be formidable defenders of their charge, stopping at nothing to ensure they stay out of danger.

Sole Guard (Su)

A custodian’s guard differs from most, commonly tempered through years of devotion with an individual. The custodian selects a single creature they are familiar with; this creature is known as the custodian’s charge, and is always under the benefits of his guard. Unlike a normal warden, this guard cannot be changed, and remains until the custodian or his charge is killed. If the custodian would be made unconscious, the benefits of his guard ability are suppressed until he is conscious again. The custodian’s guard bonus increases at a greater rate, increasing by 1 at 5th level and every three levels thereafter.

If the custodian would use an ability that requires him to use his guard ability to apply a benefit to his guarded ally, he may grant them the benefits of the ability as a standard action (or as a swift action by spending a spell point), unless otherwise noted, in addition to paying any additional costs.

The custodian can perform an 8 hour ritual to change his current charge, involving himself, and his current and intended charge. The process of changing his charge takes 48 hours to complete, after which the intended creature becomes his new charge. The intended creature must still have a deep connection with the custodian, up to player or GM discretion.

If the custodian’s charge is killed, he may select another charge after 1 week; during this period, the custodian suffers a -1 penalty on attack rolls and saving throws.

This alters guard.

Author's Note: You can only have a single sole guard.

If you would gain the ability to establish additional guards (such as using the defended companionship vigil), those guards are not sole guards and do not benefit from custodian-specific features and instead function as the warden's guard ability. Any other means of establishing a guard function as a normal guard plus any other limitations of the granting ability (such as subordinates only, or a lesser guard granting a smaller bonus).

Custodian Reinforcements

The custodian can choose the following reinforcement unique to the custodian archetype:

Lesser Guard (requires custodian 10)

The custodian gains the ability to provide a lesser form of guard to his allies. This functions as the warden’s guard ability, except that his guard bonus is equal to +1, and increases by 1 at 14th and 18th level. The custodian can maintain up to two lesser guards at a time. The benefits of a lesser guard do not stack with a normal guard.

Intense Connection (Su)

At 4th level, the bond between the custodian and his charge becomes especially intense. The custodian is always aware of the location of his charge (as long as they are both on the same plane).

This replaces focusing guard.

Divert Focus (Su)

At 4th level, the custodian can suspend the benefits of his guard ability for 1 round as a swift action to regain his martial focus. During this time, the custodian is treated as not having a guarded ally, and his charge loses all benefits associated with the custodian’s guard.

Pure Devotion (Ex)

At 5th level, the custodian becomes immune to any effect that would force him to attack his charge. If an effect would randomly decide which target the custodian attacks, if he would target his charge, the target must be randomly selected again until his charge is not targeted. Additionally, the custodian’s charge cannot be harmed by area of effect abilities used by the custodian, and vice versa.

Forever United (Sp)

At 7th level, the custodian is always aware of the location of his charge, even if they are on a different plane. Additionally, the custodian can spend 1 round (or as a standard action by spending a spell point) to immediately teleport to his charge, appearing in an adjacent square to them (as long as they are both on the same plane).

This replaces expanded guard.

Eternal Guardian

At 20th level, the custodian becomes an immovable sentinel for his charge. The custodian may teleport to his charge’s side as a swift action (even if they are on different planes). Whenever his charge would be successfully attacked, the custodian may spend a spell point as an immediate action or by expending an attack of opportunity to briefly teleport in front of his charge, suffering the damage instead of his charge, and may either return to his original square or appear in an unoccupied square adjacent to his charge.

Finally, the custodian cannot be made unconscious (unless he wishes to), and immediately becomes stable when below 0 hit points. This allows the custodian to continue fighting while below 0 hit points, albeit still being disabled.

This replaces warden of many.


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