Defender of Sealtiel

Sealtiel is the celestial paragon who serves as patron of defenders—those who protect the weak from the depredations of the strong, fight off the forces of evil when they assault the good, and defend the ideals of goodness and truth from evil deception and lies. His mortal champions are the defenders of Sealtiel, a knightly order sworn to uphold those ideals. While the fists of Raziel take the fight against evil onto evil's home ground, the defenders of Sealtiel remain at home, guarding against evil's counterassault.
Most defenders of Sealtiel are paladins, fighters, and rangers. Occasionally clerics or monks (often multiclass cleric/fighters or the like) adopt the class as well, and even more rarely, fighter/rogues take up Sealtiel's cause. Arcane spellcasters rarely find the class appealing.
==== Requirements ====
Base Attack Bonus: +7
Alignment: Lawful good.
Skills: Perception 3 ranks
Feats: Endurance , Diehard , Servant of the Heavens
==== Hit die ====
d12
==== Skill points ====
2 + Int
==== Class Features ====
Weapon and Armor Proficiency: Defenders of Sealtiel gain no proficiency with any weapon or armor.
Defensive Stance (Ex): When he needs to, a defender of Sealtiel can become a stalwart bastion of defense. In this defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC.
The increase in Constitution increases the defender of Sealtiel's hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position, such as Move Silently or Jump. A defensive stance lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a —2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level. Using the defensive stance takes no time itself, but a defender can only do so during his action. (A defender can't, for example, use the stance when struck down by an arrow in order to get the extra hit points from the increased Constitution.)
Shield of Faith (Sp): A defender of Sealtiel can use shield of faith, as the spell, three times per day. His effective caster level is his defender level.
Magic Circle (Su): A defender of Sealtiel who is 2nd level or higher is constantly surrounded by an effect that duplicates the magic circle against evil spell as cast by a cleric of his defender level.
Shield Other (Sp): A 2nd-level defender of Sealtiel can use shield other, as the spell, once per day. His effective caster level is his defender level.
Blood of the Martyr (Sp): A 4th-level defender of Sealtiel can use blood of the martyr*, as the spell, once per day. His effective caster level is his defender level.
Protective Aura (Sp): A 6th-level defender of Sealtiel can use protective aura, as the spell, once per day. The effect overlaps (does not stack with) his constant magic circle against evil. His effective caster level is his defender level.
At 10th level, a defender can use this ability three times per day.
Glory of the Martyr (Sp): An 8th-level defender of Sealtiel can use glory of the martyr*, as the spell, once per day. His effective caster level is his defender level.
*New spell described in Chapter 6 of this book.
=== Advancement ===
Level	BAB 	Fort	Ref	Will	Special
1st 	+1 	+2 	+0 	+2 	Defensive stance 1/day, shield of faith
2nd 	+2 	+3 	+0 	+3 	Magic circle, shield other
3rd 	+3 	+3 	+1 	+3 	Defensive stance 2/day
4th 	+4 	+4 	+1 	+4 	Blood of the martyr
5th 	+5 	+4 	+1 	+4 	Defensive stance 3/day
6th 	+6/+1 	+5 	+2 	+5 	Protective aura 1/day
7th 	+7/+2 	+5 	+2 	+5 	Defensive stance 4/day
8th 	+8/+3 	+6 	+2 	+6 	Glory of the martyr
9th 	+9/+4 	+6 	+3 	+6 	Defensive stance 5/day
10th 	+10/+5	+7 	+3 	+7 	Protective aura 3/day
=== Class skills ===
Skill name 	Key ability	Trained only	Armor check penalty
Craft 	INT 	 	
Listen 	WIS 	 	
Sense Motive	WIS 	 	
Spot 	WIS