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The Luminous Order teaches its soldiers some rudimentary meditations and concentration exercises, but these are just the tip of the iceberg. Those who master the esoteric, mind-enhancing techniques of the Luminous Order have earned the right to call themselves Serene Guardians.

 

Becoming a Serene Guardian
If you have a disciplined worldview and a certain level of combat prowess, and you have the title of Luminary Champion, then becoming a Serene Guardian is simply a matter of devoting the necessary time to training your mind.

 

Serene Guardian Entry Requirements
Alignment: Any lawful. The Luminous Order doesn't tolerate evil members, and evil characters aren't accepted among the order's ranks, but nevertheless a Serene Guardian who falls from grace keeps the powers of the Serene Guardian class and can still gain levels in the class .
Base Attack Bonus: +6.

Special: You must have an affiliation score of 9 or higher within the Luminous Order to become a Serene Guardian. If your affiliation score drops below 9 after you have become a Serene Guardian, you retain all class features and the ability to advance in the class.

 

The Serene Guardian         Hit Die: D8
 

Level​

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

10th

BaB

+1

+2

+3

+4

+5

+6

+7

+8

+9

+10

Fort Save

+2

+3

+3

+4

+4

+5

+5

+6

+6

+7

Ref Save

+2

+3

+3

+4

+4

+5

+5

+6

+6

+7

Will Save

+0

+0

+1

+1

+1

+2

+2

+2

+3

+3

Special

Resonance, painful release

Damaging release

Monk advancement or bonus feat

Staggering release

Greater resonance

Traumatic release

Immune to fear

Confounding release

Unclouded mind

Soul release

Class Skills (2 + Int modifier per level): Balance, Climb, Concentration, Craft, Escape Artist, Hide, Intimidate, Jump, Knowledge (religion), Listen, Move Silently, Profession, Sense Motive, Spot, Swim, Tumble.

CLASS FEATURES
As a Serene Guardian, you deliver blows that establish a mystical resonance within your target. You also learn methods to release that resonance in ways that harm your enemies. All the following are class features of the Serene Guardian prestige class.

Resonance (Su): When you enter the class, you be come able to establish resonance in your enemies. Whenever you deal damage to a foe two or more times in a single round, you create 1 point of resonance in that enemy. You usually need to make a full attack to create resonance, but a single attack followed by a successful attack of opportunity before your next turn also allows you to do so.
To produce an effect, you must release the resonance you have established. You can only release resonance in one target at a time. When you release resonance in a foe, all the resonance points you have created in that opponent are loosed to produce the effect you choose. The chosen effect only affects the creature from which the resonance was released. Once resonance is released, the target in which it was released returns to 0 resonance points; you have to create resonance in that enemy again before you can produce another effect against it.
At 5th level, your mastery of resonance increases. If you deal damage to a foe three times or more in a single round, you create 2 points of resonance in that opponent.


Painful Release (Su): As a swift action, you can release resonance in the form of searing pain that flows throughout your target's body. For each point of resonanee released, that foe takes a -1 penalty on attack rolls and saving throws for a number of rounds equal to the number of resonance points released. This ability has no effect on creatures that are immune to extra damage from critical hits.

 

Damaging Release (Su): At 2nd level, you learn how to damage your foe directly with the power of resonance. As a swift action, you can release the resonance you have created within a target to deal that foe 1d6 points of damage per point of resonance released. This damage doesn't help you create resonance in the target again.
 

Monk Advancement or Bonus Feat: Most Serene Guardians were once monks, fighters, or rangers, because it's easier for such characters to damage the same enemy twice in the same round. Beginning at 3rd level, if you have levels in monk, you can count half your Serene Guardian levels as monk levels for calculating your flurry of blows attack bonus, Armor Class bonus, and unarmed damage. If you don't have monk levels, you can instead choose any bonus feat for which you meet the prerequisites from among the allowed fighter bonus feats (PH 38).
 

Staggering Relea se (Su): At 4th level, you learn how to slow your enemy by releasing resonance. As a swift action, you can release the resonance you have created within a target to reduce th at foe's speed by 10 feet in all modes per point of resonance released. The effect lasts for a number of rounds equal to the number of resonance points released.

Traumatic Release (Su): At 6th Ievel, your power over resonance becomes more destructive. As a swift action, you can release the resonance with in a target to deal that foe 2d6 points of damage per point of resonance released. This damage doesn't help you create resonance in the target again.
 

Immune to Fear (Ex): When you reach 7th level, your mind becomes so serene that fear becomes a mere abstraction. You are immune to fear, magical or otherwise.
 

Confounding Release (Su): At 8th level and higher, the resonance you release can befuddle the mind. As a swift action, you can release the resonance you have created within a target to affect that foe with confusion, as the spell. The effect lasts for a number of rounds equal to the number of resonance points released.
 

Unclouded Mind (Ex): At 9th level and higher, if you fail a Will save, you can make a Concentration check and use that check's result as your save result.
 

Soul Release (Su): At 10th level, your mastery of resonance is absolute. You can use resonance to separate your enemy's soul from his body, killing him instantly. To attempt a soul release, you must have created 1 point of resonance in your target for every 2 Hit Dice that enemy has. Then, as a swift action, you can release that resonance, forcing that foe to succeed on a Fortitude save (DC 10+ your Serene Guardian level + your Wis modifier) or die. This is a death effect.

 

 

Playing a Serene Guardian
They call you "serene" for a reason. Even when you seem overmatched, you're unflappable in a fight. Part of the reason for your cool demeanor is that you know you're quietly creating resonance for a release move.

Combat: The Luminous Order often assigns Serene Guardians to attack enemy leaders and powerful individuaI monsters. Because of the way resonance works, a Serene Guardian is less effective when he's constantly changing targets. Other Luminaries know that a Serene Guardian wants to make full attacks every round, so they often try to distract the guardian's target and otherwise keep enemies off the guardian's back.


Advancement: Being recruited into the ranks of the Serene Guardians requires proving yourself to the Luminous Order, then showing the existing Serene Guardians that you have the mental discipline to join them. Further advancement is simply a matter of unceasing practice and profound meditation.

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