Gate Guard“I'm a normal person who just guards.
And for that reason, I'm in your way. ”-Hong Meiling, chief Gate Guard of the Scarlet Devil MansionGate Guards are beings that dedicate their life to protecting important places and people while looking good. Thus they train hard to be able to fight effectively whitout clunky, bulky weapons or armor.
MAKING A GATE GUARDAbilities: Charisma is the key ability for Chinese Star and several Gate Guard abilities. Strentgh bolsters your HP, unarmed strikes and Fort saves. Dexterity may come in handy as you're not wearing armor.
Races: Dragons that can turn into humanoid form are the most well known gate keepers, but several humanoid races have picked it up as well.
Alignment: Gate Guards can be of any alignment, but they usually tend more to the lawful and neutral spectrums. Evil Gate Guards feast on the flesh of the defeated. Good Gate Guard seek to protect the weak and helpless.
Starting Gold: 4d4x10 (100gp)
Starting Age: Young
HD:d10Level | BAB | Fort | Ref | Will | Feature | Maneuvers Known | Maneuvers Readied | Stances Known |
1 | +1 | +2 | +2 | +2 | Martial Pride, Iajutsu Fist | 4 | 3 | 1 |
2 | +2 | +3 | +3 | +3 | Guard Guile | 5 | 3 | 1 |
3 | +3 | +3 | +3 | +3 | All-Around | 6 | 4 | 1 |
4 | +4 | +4 | +4 | +4 | Just about anyone could see through that disguise! | 7 | 5 | 1 |
5 | +5 | +4 | +4 | +4 | Formation in Front of Water 1/day | 8 | 6 | 2 |
6 | +6 | +5 | +5 | +5 | Guard Guile | 9 | 6 | 2 |
7 | +7 | +5 | +5 | +5 | Gate Keeper | 10 | 7 | 2 |
8 | +8 | +6 | +6 | +6 | Imposing Presence | 11 | 8 | 2 |
9 | +9 | +6 | +6 | +6 | Formation in Front of Water 2/day | 12 | 9 | 2 |
10 | +10 | +7 | +7 | +7 | Guard Guile | 13 | 9 | 2 |
11 | +11 | +7 | +7 | +7 | Great Wall | 14 | 10 | 3 |
12 | +12 | +8 | +8 | +8 | No Weak Point | 15 | 11 | 3 |
13 | +13 | +8 | +8 | +8 | Formation in Front of Water 3/day | 16 | 12 | 3 |
14 | +14 | +9 | +9 | +9 | Guard Guile | 17 | 12 | 3 |
15 | +15 | +9 | +9 | +9 | Great Stand | 18 | 13 | 4 |
16 | +16 | +10 | +10 | +10 | Old Tradition | 19 | 14 | 4 |
17 | +17 | +10 | +10 | +10 | Formation in Front of Water 4/day | 20 | 15 | 5 |
18 | +18 | +11 | +11 | +11 | Guard Guile | 21 | 15 | 5 |
19 | +19 | +11 | +11 | +11 | Ancient Tradition | 22 | 16 | 5 |
20 | +20 | +12 | +12 | +12 | Enlightned Keeper | 23 | 17 | 5 |
4 Skill points+int per level, quadruple at 1st level. Class skills: Balance, Bluff, Climb, Concentration, Craft(any), Iaijutsu Focus, Intimidate, Jump, Knowledge (any), Listen, Profession(any), Search, Sense Motive, Spot, Swim, Tumble
Proficiencies: Simple weapons.
Features:Many of the Gate Guard features demand her to be perfectly visible to work. This means the Gate Guard makes no attempt to hide and makes sure there's a clear line of sight and effect all around her.
Martial Pride: All of the Gate Guard class features only work while she's unarmored, unencumbered and whitout a shield equipped either. She may also use her Str mod to calculate her HP and Fort save instead of Constitution.
Maneuvers: A Gate Guard gains Shanghai Teahouse as a bonus feat and learns maneuver from the Chinese Star school and one other martial school of her choice. If the second school demands any special prerequisite (like Ancient Temple needing a feat) the Gate Guard must fulfill it as well. Her Initiator level is equal to her Gate Guard level plus half other levels, and she can only learn maneuvers of a level no bigger than half (IL+1).
Whenever the Gate Guard hits an enemy with an unarmed strike whitout using a maneuver neither under the effect of a Boost, she recovers one expended maneuver.
At 4th level, and every even-numbered level afterwards, the Gate Guard can swap replace one of her older maneuvers with a new one she qualifies for from one of her two schools (the new one doesn't need to be of the same level of the older one).
Iaijutsu Fist: A Gate Guard can use Iajutsu Focus with unarmed strikes against each opponent, but no more than once per ecounter per opponent. She must decide to use this ability at the start of her turn. During rounds in which she doesn't choose to use Iajutsu Focus with her unarmed strikes, she gains an insight bonus to AC equal to her Gate Guard level+3.
Guard Guile: At 2nd level, as a free action whitout need of a touch attack or provoking attacks of opportunity, the Gate Guard can initiate a Bullrush, Disarm, Trip, or Grapple attempt when she hits an opponent with an unarmed strike against that same opponent. In addition pick one of the following options, and another for every 4 levels thereafter.
Disarming Fist-The Gate Guard doesn't take the -4 penalty for being unarmed during the disarm, and opponents don't gain any bonus for being bigger than the Gate Guard. She may also attempt to disarm a natural weapon by hurting it, in which case it cannot be used for 1 round.
Grabbing Fist-The Gate Guard can count her opponent as being the same size as her on grapple checks if it would be to her advantage. If she has at least 8 Gate Guard levels, she also ignores Freedom of Movement effects on her opponent, and produces a Dimensional Lock effect on them while holding them.
Pushing Fist-The Gate Guard can count her opponent as being the same size as her on bullrush checks if it would be to her advantage, and the Gate Guard can push them more than 5 feet whitout moving herself (if her check is good enough to make them move more than 5 feet).
Falling Fist-When the Gate Guard trips attempts to trip an enemy, she can make said enemy count as her own sizeto resist the trip, and they don't get any bonus for having multiple legs.
Fast Fist-You need at least 10 Gate Guard levels to pick this one. Once per round when you use Guard Guile, you may perform two diferent options from trip, disarm, grapple or bullrush.
All-Around: At 3rd level, with 1 hour of exercising, the Gate Guard may gain any one Fighter bonus feat she qualifies for, except weapon proficiency feats. That feat lasts until she uses this ability again, and cannot be used to qualify for other feats.
Just about anyone could see through that disguise!: At 4th level, the Gate Guard gains a bonus on Spot, Sense Motive and Listen checks equal to her Cha mod, plus Blindsense 5 feet per 2 Gate Guard levels.
Formation in front of water: At 5th level, once per day as a free action the Gate Guard may decide to make a stand. She cannot willingly move from her position, and gains a +8 bonus on all saves and checks to avoid being moved. While Formation in Front of Water lasts, the Gate Guard gains hardness equal to her Cha mod and her unarmed melee reach increases by 20 feet per 5 Gate Guard levels, unnafected by her size. This lasts until she moves from her position or is moved. In either case, in the next round she gains a +4 bonus on all attack rolls, damage rolls and ability DCs.
At 9th, 13th and 17th level the Gate Guard can use Formation in front of water an additional time per day.
Gatekeeper: At 7th level the Gate Guard may make a number of extra attacks of opportunity per round equal to her Cha mod, and in addition she ignores all cover less than total cover and all concealment with her Aoos.
Imposing Presence: At 8th level, any enemy inside the Gate Guard's unarmed strike reach takes a penalty on all skill checks equal to her Bab. If a creature sucessfully damages the Gate Guard in melee, they no longer take that penalty until the Gate Guard hits them with an unarmed strike.
Great Wall: At 11th level, 1/day the Gate Guard may erect an invisible barrier of Ki that surrounds an area depending on the time she spends meditating.
Fullround-Up to one 5 feet square per Gate Guard level
Hour-Up to one 10 feet square per Gate Guard level.
Day-Up to one 50 feet square per Gate Guard level.
While you remain outside the Great Wall, alive (or non-destroyed in the case of constructs/undeads), nobody else can enter those areas from outside, even by teleportation effects and similar.
Those areas must be connected to each other, and the barrier extends both upwards to the heavens and below the earth, meaning creatures cannot go over or under it.
However you must also declare an area at least 20 square feet as the "Great Gate", that creatures can go trough normally. The Great gate must be positioned over a clearly visible physical location that makes it look like a clear opening, like an actual gate, a door, or a pair of large rocks. If that physical location is fully destroyed, the Great Wall automatically ends.
A Gate Guard may only have one Great Wall at a time. Starting a new ends the previous one.
No Weak Point: At 12th level, when using All-Around, the Gate Guard may choose to become immune to either disease, poison, one kind of ill condition like dazed/stunned/nauseated/etc, critical hits, or one elemental damage type, or yet gain SR=11+HD, which may be raised or restarted at any time as a free action. In addition she may use her All-Around ability as a free action even if it isn't her turn once per day.
Great Stand: At 15th level, by spending two uses of Formation in Front of Water, The Gate Guard gains the usual benefits and for the duration she may grant her hardness and immunity from No Weak Point to her visible allies, and they can still move, but lose the bonus if they leave your sight.
Alternatively the Gate Guard may instead gain the bonus of Formation in Front of Water just for herself and use Summon Nature's Ally of a level equal to half her Gate Guard level when starting this, in which case they gain the bonus as well (but not any other allies nearby) and last until one round after the Formation in Front of Water ends.
Old Tradition: At 16th level, the Gate Guard may choose two options to become immune to with No Weak Point, and change freely an additional time per day.
Ancient Tradition: At 19th level, the Gate Guard may choose three options to become immune to with No Weak points, and change freely an additional time per day.
Enlightened Keeper: At 20th level, such is the legend of the Gate Guard that her challenges are undeniable. If the Gate Guard is in view or can be heard, enemies must each round suceed on a DC 10+1/2 HD+Cha mod Will save if they want to attack anyone else. If the Gate Guard is attacking them and no other creature, increase the DC by 10. In the case of area attacks, they don't need to save if the area includes the Gate Guard. Creatures with less HD than half the Gate Guard's own HD automatically fail this save.