Guardian Squire

Hit Die: d10


To qualify to become a guardian squire, a character must fulfill all the following criteria.

Base Attack Bonus: +5
Skills: Knowledge (martial) 5 ranks, Profession (soldier) 1 ranks
Special: Must swear to serve under a Guardian Knight-Commander or individual of higher rank for a thousand years. Those that break this oath lose all class features and access to martial maneuvers (including stances and extra readied maneuvers) gained via this class’s progression.

Class Skills

The guardian squire’s class skills (and key ability for each skill) are Diplomacy (Cha), Intimidate (Cha), Knowledge (Engineering) (Int), Knowledge (Martial) (Int), Perception (Wis), Profession (Wis) and Sense Motive (Wis).

Skill Ranks per Level: 4 + Intelligence modifier.

Table: The Guardian Squire
Level BAB Fort Save Ref Save Will Save Special Maneuvers Known Maneuvers Readied Stances
1st +1 +1 +0 +1 Armory of the Guardian, Guardian’s Call 0 0 0
2nd +2 +1 +1 +1 Aberrant Detection 1 0 0
3rd +3 +2 +1 +2 Bonus Feat 0 1 1
4th +4 +2 +1 +2 Battle Brother (1/day) 1 0 0
5th +5 +3 +2 +3 Guardian Cooperation 0 0 0
6th +6 +3 +2 +3 Bonus Feat 1 1 0
7th +7 +4 +2 +4 Battle Brother (2/day) 0 0 0
8th +8 +4 +3 +4 Your Sword and Shield 1 0 1
9th +9 +5 +3 +5 Bonus Feat 0 1 0
10th +10 +5 +3 +5 Knighthood, Battle Brother (3/day) 1 0 0

Class Features

All of the following are class features of the guardian squire.

Weapon and Armor Proficiency

Guardian squires gains proficiency with weapons and armor that possess the guardian link property.


At every odd level, a guardian squire gains new maneuvers known from the Scarlet Throne, Neutron Valkyrie and Silver Crane disciplines. He must meet a maneuver’s prerequisites to learn it. He adds his full guardian squire levels to his initiator level to determine his total initiator level and his highest- level maneuvers known.

At 3rd, 6th and 9th levels, he gains an additional maneuver readied per day, and at 2nd, 5th, and 8th levels he may exchange a known maneuver for a different maneuver that he qualifies for.

Stances Known

At 3rd level a guardian squire learns a new martial stance from the Scarlet Throne, Neutron Valkyrie and Silver Crane disciplines. He must meet the stance’s prerequisites to learn it.

Armory of the Guardian (Ex)

A guardian squire becomes proficient with all weapons and armor that possess the guardian link property or gains the property, even if they do not possess proficiency for the base item. In addition, though they do not possess the Guardian subtype, they count as possessing it for the purposes of using weapons and armor with the guardian link property.

Guardian’s Call (Ex)

A guardian squire can be subject to a call to arms from any higher ranking guardian with the capability to summon guardians. If it is the commander that they swore their oath to, they are immediately transported as if by greater teleport. If not, they may either contact their commander telepathically to override the order or make a Will save (DC 10 + 1/2 HD of Creature + CHA modifier) to resist the summon.

Aberrant Search and Destroy (Ex)

One of the guardian’s main duties is to hunt down that which would destroy what they value. A squire is taught early on to focus themselves to detect the aberration in particular, as they are more often than spawn of the Devourer. At 2nd level, they gain Detect Aberration as an extraordinary ability that they can use at will.

In addition, a Guardian Squire gains a +2 to attack, damage, and CMD vs aberrations.

Bonus Feat

At 3rd level and every three levels afterward, a guardian squire gains a bonus feat in addition to those gained from normal advancement. These feats must be selected from Combat or Teamwork feats.

Upon reaching 4th and 8th level, a guardian squire can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the guardian squire loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A guardian squire can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Guardian Cooperation (Ex)

At fifth level, if threatening the same target as a another guardian squire or creature with the guardian subtype, the guardian squire is considered always flanking regardless if the creature is immune. In addition, while in 30 ft. of another guardian squire and wielding a weapon with the guardian link property, they may choose as a standard action to apply their weapon property to all guardian weapons and override the existing enhancement in the 30 ft radius.

In addition, the guardian squire may expend a boost to treat their allies as guardians with guardian link weapons for the purposes of applying enhancements and flanking. This lasts for a number of rounds equal to their initiation modifier.

Battle Brother (Ex)

At 4th level, once per day when an ally would otherwise be reduced to 0 HP or below, the guardian squire may expend a counter to instead move up to twice their move speed up next to their ally and take the blow instead. Alternatively, once per day when you would hit an opponent with an attack, you may as a swift action expend a boost to have an ally move up to twice their speed and gain an Attack of Opportunity vs the target.

This increases to twice per day at 7th level and three times per day at 10th level.

Your Shield, Your Sword (Ex)

At 8th level, a guardian squire begins to project and benefit from the presence of their allies. For each ally in a 30 ft. radius of the Squire, they gain a +1 competence bonus to AC. In addition, each ally in the guardian’s aura gains a +1 bonus to attack rolls for each each point of competence bonus to AC that the Guardian Squire possesses.

Knighthood (Ex)

Upon reaching 10th level, a Guardian Squire has achieved Knighthood and gains the Guardian subtype. If they possess the aberration subtype, it is removed. If they possess the aberration type, they no longer count as such for the purposes of effects that require it and instead count as humanoid.

In addition, they gain the Stance of Knighthood, which enables them to call upon a number of Guardians equal to their initiation modifier as a standard action, or a swift action if they expend a boost or counter. In addition this stance grants all allies in a 30 ft. radius the benefits of haste while in its radius while causing all enemies to be effected by slow. A will save (DC 18 + initiation modifier) negates for 24 hours. This stance counts as a Neutron Valkyrie, Scarlet Throne, and Silver Crane stance.

Guardian Squire

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