“A party of ninth and tenth level magic-users, clerics, and fighters hunts for a lich. Among them is an eighth level ‘Guardian’ character, a class devised by the DM and used by the players. They come to a door. The guardian listens – he hears something. Then he looks through the door with his X-ray vision. Telling the others it’s too dangerous for them in there, he turns ethereal and walks through the door. Five minutes later, he opens it. ‘It’s OK now. It was just 10 mind flayers, and when they attacked me psionically my mental boomerang defence scrambled their brains.’ The party shake their heads and look for spoils.” – Lewis Pulsipher, White Dwarf 25
First, the guardian in the example is 8th level. He’s a bit behind the others in level (as would be a paladin), but not dramatically so. The 9th or 10th level magic-users he’s adventuring with can do some pretty spectacular stuff with their spells, and the magic items the other characters have could well duplicate many of the guardian’s abilities.
Second, there seems to be an unwritten assumption that the things this “guardian” does are the tip of the iceberg. Maybe they are. But if they aren’t – if that’s it – then maybe he’s not so powerful.
“Ah,” you say, “but he took out a whole room of mind flayers!”
Well, actually, the room of mind flayers took out the room of mind flayers – the guardian just had the ability to turn mental attacks back on the attacker.
With that in mind, I have decided to rehabilitate the mythical guardian class, and give it a proper write-up to see just how over powered it really would be. So, with no further ado …
|Image from HERE - just because I like it|
Guardians are always on the lookout for danger, and have potent abilities to survive it and even turn attacks back on attackers. They are mediocre warriors, it is true, but are proficient with armor and thus difficult to injure. A guardian may not turn the tide of battle by her presence, but she can serve as the impenetrable rock on which the tide of battle breaks.
Requirements and Restrictions: Guardians must have a minimum scores of 9 in Strength, 11 in Constitution and 13 in Wisdom. They must also be Lawful in alignment. They may wear any armor and use shields, and can fight with any weapon.
Find Secret Doors—Guardians have a 2 in 6 chance to note the presence of secret or concealed doors.
Find Traps—Guardians can attempt a task check to discover traps in a room or on an object. Alas, they have no special skill at removing traps once found.
Listen at Door—Guardians can attempt a task check to hear faint noises through doors or in other circumstances.
Guardians are only surprised on a roll of 1 on 1d6. They can extend this protection to up to one comrade per three levels. Thus, if all in a party of adventurers except the 4th level guardian are surprised on a roll of “2”, the guardian can allow one additional comrade to avoid that surprise.
2nd level guardians learn the secret of phasing through matter (but not energy). A guardian can walk through up to 2 inches of matter per level per day. Thus, a 6th level guardian could walk through up to 12 inches of matter, total, during the course of a single day. This could amount to walking through a single 1-ft thick wall, or four 3-inch thick doors.
A 4th level guardian gains the ability to peer through matter, as though wearing a ring of x-ray vision. She can do this once per day per four levels (i.e. 1/day from 1st to 4th level, 2/day from 5th to 8th level, etc.)
A 6th level guardian can attune themselves to one form of energy (acid, cold, fire, electricity or sonic) per day, gaining the ability to ignore hit point damage from that energy. The guardian can ignore 1 point of damage from that energy per level over the course of the day. Thus, a 9th level guardian who attuned herself to fire could ignore up to 9 points of fire damage during the course of the day.
Guardians maintain a shield around their minds. At 1st level, this blocks all spells and abilities that read or detect their minds. They can also choose to block out telepathic communication. By 3rd level, this protection extends to a +4 bonus to saving throws against illusions and mental attacks, such as confusion, fear, feeblemind, ego whip, id insinuation, phantasmal killer and the mind blast of the pernicious thelids. When a guardian of 6th level or higher passes a saving throw against a mental attack, she reflects that attack back on the attacker, who must pass their own saving throw to avoid the attack.
A 9th level guardian can establish a stronghold in the wilderness. The stronghold must be placed in such a place to resist attacks from the wilderness, for example between mountains inhabited by ogres and giants and a human or demi-human settlement. Once constructed, the guardian attracts …