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Guard

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The Guard focuses his martial prowess into defending others, standing fast against enemies that would slay a lesser man in a single blow. Frequently wearing heavy armor and a shield, the Guard's duty is to protect his charges.


Guard Class Features

The Guard gains the following class features:


Weapon Proficiencies

As a fighter, the Guard gains training with all weapon groups.


Armor Proficiencies

As a fighter, the Guard gains training with light armor, heavy armor, and shields.
Additionally, combat challenge grants additional training with heavy armor.


Magic Proficiencies

As a fighter, the Guard cannot perform magic.


Skill Proficiencies

As a fighter, the Guard gains training in Athletics and Endurance.
Additionally, combat challenge grants training in Intimidate,
and combat superiority grants training in Perception. Additionally, combat superiority grants additional training in endurance, which combines with the training from being a fighter to provide expertise in endurance.


Defenses and Hit Points

You gain a +2 class bonus to Fortitude.
You gain a class bonus to hit points equal to twice your level,
and a +1 class bonus to your Vitality.


Starting Feats


Combat Challenge

(Guard class feature)

Basics

(Level 0)

  • You gain Training in the Intimidation skill, and gain a class bonus to your Intimidation Proficiency equal to half your Strength modifier.
  • You gain a class bonus to your maximum hit points equal to your level, or equal to twice your level if you already had a class bonus to hit points.
  • You gain a +1 class bonus to your Fortitude defense, or a +2 class bonus to your Fortitude defense if you already had a class bonus to Fortitude.
  • You gain additional Training in heavy armor.
  • When you make a melee weapon attack against an unmarked enemy, you mark that enemy until the end of your next turn whether the attack hits or misses.
  • Enemies which are marked by your Combat Challenge suffer a -2 penalty to all attacks which do not include you as a target.
  • Whenever an enemy marked by your Combat Challenge shifts or makes an attack that does not include you, you may make an opportunity attack against it as an immediate action.

Class Maneuver

  • You gain the following maneuver:

Come and Get It

(per-encounter immediate actionmarking attack maneuver)

Prerequisites:

Combat Challenge

Target:

Each enemy within 3 paces that can see or hear you, and is capable of movement (Intimidate vs. Will)

Hit:

The target is pulled to an adjacent space and is marked by your combat challenge until the end of your next turn.

Combat Superiority

(Guard class feature)

Basics

(Level 0)

Class Maneuver

  • You gain the following maneuver:

Sweeping Strike

(per-encounter free reactionstrike maneuver)

Prerequisites:

Combat Superiority

Trigger:

You hit a creature with a melee weapon attack.

Effect:

The target is knocked prone, slowed, and may not shift until the end of your next turn.


Fighting Styles

Choose a Fighting Style to specialize in as you begin play. You may choose one or both of your at-will maneuvers from that fighting style.

Bare-handed Fighting Style

Training in unarmed or grappling, stunning blow.

Shield Fighting Style

Training in shields, no opening.

Polearm Fighting Style

Training in polearms, full extension.

Two-Weapon Fighting Style

Wield versatile weapons as off-hand, tornado strike.

Light Blade Fighting Style

Training in blades, blade crescendo.

Heavy Blade Fighting Style

Training in axes or swords, cleaving strike.

Flail Fighting Style

Training in flails, blade crescendo.

Spear Fighting Style

Training in spears, skewering charge.

Blunt Weapon Fighting Style

Training in bludgeons or hammers, bell ringer.

Thrown Weapon Fighting Style

Training in thrown weapons, flurry of darts.

Archery Fighting Style

Training in bows or crossbows, piercing shot.


Leveling Up

At each level, you gain new features and bonuses to increase your martial prowess:

Level 1

(1,000 XP)

Level 2

(3,000 XP)

Level 3

(6,000 XP)

Level 4

(10,000 XP)

Level 5

(15,000 XP)

Level 6

(21,000 XP)

Level 7

(28,000 XP)

Level 8

(36,000 XP)

Level 9

(45,000 XP)

Level 10

(55,000 XP)

Level 11

(65,000 XP)

  • You become a paragon hero, and your adventures pass beyond the scope of these rules.

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