Prestige Class

Armathor

The armathors were legendary defenders of Myth Drannor, trained in the defense against powerful magic wielding foes. Although almost exclusively elves, legend says that two halflings (including Sammkol Thistlestar, later murdered) and one human (Elminster Aumar) were made armathors as well.

Hit Die:
d8.
Table 1-1: The Armathor
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+1+0+0+2Armor Bond +1, Magical Defense +1
2nd+2+0+0+3Armor Bond +2, Mind over Magic 1/day
3rd+3+1+1+3Auravision, Magical Defense +2
4th+4+1+1+4Armor Bond +3, Nondetection Cloak
5th+5+1+1+4Mental Vacation, Magical Defense +3, Mind over Magic 2/day

Requirements

Base Attack Bonus:
+5

Feats:
Improved Grapple,
Improved Initiative,
Iron Will

Special:
Accepted as the wearer by an intelligent armor.
Trained by someone from Myth Drannor or another armathor.

Skills

Class Skills:
Bluff
Craft
Gather Information
Knowledge(arcana)
Profession
Sense Motive
Spellcraft

Skill Points:
2 + Int Modifier

Class Features

Weapon and Armor Proficiency:
An armathor does not gain any weapon or shield proficiency, but is proficient all armor.

Armor Bond (Su):
An armathor has a special bond with her intelligent armor. When wearing her bonded armor (and when its magic is functioning) she gains a bonus to reflex saves, as her armor helps to pull her from danger. At 1st level the bonus is +1, at 2nd it is +2, and 4nd it is +3. The armathor may also sleep in her armor as if it were one category lighter than normal. If the armor is lost or destroyed, the armathor must spend one day per character level recovering, seek out a new set of intelligent armor that will accept them, and then one week per armathor level learning to move with the armor to recreate this bond. The armathor is not permitted to remove this armor for any reason, and may not advance in this class while she is not wearing her bonded armor.

Magical Defense (Ex):
An armathor is constantly trained to counter magic of all types, which manifests as saving throw bonus vs any spells or spell like abilities. At 1st level the bonus to all saves is +1, increasing to +2 at 3rd and +3 at 5th.

Mind over Magic (Su):
Starting at 2nd level, an armathor can cause a spell or spell like ability targeted against her to rebound onto the caster. This ability otherwise functions as the Spell Turning spell (caster level is armathor level +5). An armathor can use this ability once per day at 2nd level and twice per day at 5th level.

Auravision (Su):
At 3rd level an armathor gains the ability to see magical auras at a range of up to 60 ft. This ability functions as the Detect Magic spell, and is always active. The armathor can only determine the number and approximate location of the auras present.

Nondetection Cloak (Su):
Upon reaching 4th level, an armathor's armor gains the ability to continuously cloak the armathor (and any gear being worn or carried) from magical detection. This ability functions as the spell Nondetection (caster level is armathor level), except that it only affects the armathor and her possessions.

Mental Vacation (Ex):
At 5th level, an armathor can voluntarily grant control of her body to her armor. She remains peripherally aware of her surroundings and the passage of time, so that she can choose an event which restores control, such as "10 rounds" or "when combat ends". The armor may also choose to end control early. The armor is similar to a construct, being immune to all mind affecting effects (charms, compulsions, phantasms, patterns, and morale effects), but the body is not a construct and does not gain immunity to poison, stunning, sleep, critical hits, etc. This ability is usable at will as a free action.

References

This prestige class is loosely based on the Occult Slayer from Complete Warrior page 66, with the focus changed from attack to defense.