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Aredel

Blood Guard

The Blood Guards are a secretive and powerful order of Monk of the Light. It is said that the only way to become a Blood Guard is to be a Monk of the Light. A Blood Guard finds a Monk of the Light that is fit for the order and bestows him with certain Blood Guard abilities. The subject is then watched for half a year, then if the Monk has shown he is worthy, the Blood Guard offer the monk a choice. Stay a Monk of the Light or advance to a Blood Guard. If the monk accepts, he must spend one year without the use of magic items, or magical spells that benefit only the monk. If he can do this, he is then bestowed with the full powers of the Blood Guard. The hasn't been a known Blood Guard on Aredel in almost 2500 years.

The Blood Guard progresses just as a monk save the following changes:

Align: LN
Hit Die: D8/D10 (See Below)
Armor: None
Weapons: Simple Only
Skill Points: 1st Lvl (4 + Wis) x 4 / 4 + Wis

Same as Monk

1st

Same as Monk, Haste Self, Improved Inititave

2nd

Same as Monk, Divine Spellcasting 3rd
Same as Monk, Pre-Cog (+2) 4th
Same as Monk, Enhanced Blows (+1d4) 5th
Slow Fall (30'), Improved Trip 6th
Wholeness of Body 7th
Slow Fall (50'), Dimensional Fold, Pre-Cog(+4) 8th
Improved Evasion 9th
Ki Strike +1, Enhanced Blows (+2d4) 10th
Diamond Body, Hit Die becomes D10 11th
Pre-Cog(+8) 12th
Diamond Soul, Ki Strike +2 13th
Improved Haste Self 14th
Quivering Palm, Enhanced Blows (+3d4) 15th
Ki Strike +3, Pre-Cog (+10) 16th
Tongue of Sun and Moon, Time Stop (1/day) 17th
Slow Fall (All Distances), Side Step (10') 18th
Ki Strike +4, 19th
Empty Body, Pre-Cog (+12), Enhanced Blows (+4d4) 20th
Timeless Body, Perfect Body 21st
Side Step (15'), Time Stop (2/day) 22nd
Whirlwind Parry, Re-trace the steps 23rd
Improved Side Step (10') 24th
Enhanced Blows (+5d4) 25th

Divine Spellcasting: The Monk of the Light begins to cast spells as a cleric two level less.

Dimensional Fold: As 2nd Edition Tome of Magic Spell 3 + Wis Mod/day

Pre-Cog: The Blood Guard have a knack for sensing what's to come. They gain a bonus to their Intitiave roll every 4/levels until 20th level.

Haste Self: The Blood Guard may haste himself as per spell Wis Mod/day

Improved Haste Self: Same as Haste Self execpt the Blood Guard recieves a Full Round of actions

Side Step: The Monk may take a step up to 10' or 15' depending on level as if an improved blink was used on them. The may make the step and have partial action attack. The monk can do this 1/2 level/day

Improved Side Step: Same as Side Step except the Blood Guard recieves full round of attacks.

Whirlwind Parry: The Blood Guard may parry every blow made at the Blood Guard using his highest attack bonus. If the Blood Gaurd parry's more attackers then his Dex bonus, he offeres an attack of opportunity for each one he parrys.

Re-Trace the Steps: The Blood Guard may "re-do" upto 5 rounds that have just past. His actions will reshape the time line, only the Blood Guard will know he did this. He may do this 1/day.

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