Soul Guardian

Hit Die: d10.

Requirements

To qualify to become a Soul Guardian, a character must fulfill all the following criteria.

Base Attack Bonus: +5
Skills:
Feats: Power Attack, Weapon Focus (Greatsword), Monkey Grip

Class Skills

The Soul Guardian's class skills and the key ability for each are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Skill Points: 2 + Int modifier

Class Features

All of the following are class features of the Soul Guardian prestige class.

Break Attack (Ex): A Soul Guardian can make a special attack once per day per level. This special attack takes a standard action, and imposes a penalty on the target. The break attack must be declared before the attack roll is made, and a missed attack still counts against the daily uses of the break attack. If the Soul Guardian has more than one break ability, he must declare which ability he intends to use. A given break effect can only be used against a given target once in a given day. Any target that is immune to critical hits is also immune to break effects.

Power Break: When the Soul Guardian makes a successful power break attack, the target must make a Will Save (DC = 10 + class level + Charisma modifier) or take a number of points of Strength damage equal to the Soul Guardian's level.

Guardian (Ex): At second level, the Soul Guardian may elect to place himself in the path of danger in order to protect an ally. Any time that you are within 5 feet of an ally, and that ally suffers an attack, you may switch places with your charge and receive the attack in his place. You must declare this before the attack roll is made.

Damage Reduction (Ex): At 3rd level, a Soul Guardian gains the ability to shrug off some amount of injury from each blow or attack. Subtract 2 points from the damage the Soul Guardian takes each time he is dealt damage. At 7th level, this damage reduction rises to 4/-. Damage can reduce damage to 0 but not below 0. (That is, the Soul Guardian cannot actually gain hit points in this manner).

Armor Break: When the Soul Guardian makes a successful armor break attack, the target must make a Will save (DC = 10 + class level + Charisma modifier) or take an enhancement penalty to her armor class equal to the Soul Guardian's class level.

Improved Monkey Grip: When wielding a weapon that is larger than he can normally wield using the Monkey Grip feat, the Soul Guardian no longer suffers a -2 penalty to attacks.

Magic Break: When the Soul Guardian makes a successful magic break attack, the target must make a Fort save (DC = 10 + class level + Charisma modifier) or take a penalty to her effective caster level equal to the Soul Guardian's class level.

Mental Break: When the Soul Guardian makes a successful mental break attack, the target must make a Will save (DC = 10 + class level + Charisma modifier) or take a penalty to his Spell Resistance equal to the Soul Guardian's class level.

Multi-break: At 10th level, a Soul Guardian can choose to apply two separate break effects on a single break attack.

LevelBABFortRefWillSpecial
1+1+2+0+0Break Attack, Power Break
2+2+3+0+0Guardian
3+3+3+1+1Damage reduction 2/-
4+4+4+1+1Armor Break
5+5+4+1+1Improved Monkey Grip
6+6+5+2+2Magic Break
7+7+5+2+2Damage Reduction 4/-
8+8+6+2+2Mental Break
9+9+6+3+3
10+10+7+3+3Multi-break