The Guardian (new core class)

ConcreteBuddha

First Post
This class is for anyone who hates being overwhelmed by options.


Guardian

Guardians like guarding. They tend to be boring people living dreary lives while guarding something important.

Role: Guardians lack the advanced combat training of fighters, but they make up for this with their defensive capabilities. Guardians have some of the traits of barbarians, however they gain their toughness through discipline and sheer stubborness instead of choatic rages.

Alignment: any non-chaotic

HD: d12

Base attack: as fighter

Saves: good fort, ref, will

Skill points: 2+int

Class skills:
craft
intimidate
knowledge (local)
knowledge (nobility & royalty)
listen
spot
profession

Proficiencies:
all simple and martial weapons
light, medium, and heavy armor, shields (including tower shields)

Abilities:
damage reduction as barbarian

Quote:
"Guarding is hard."
 
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I think its probably a bit too weak to be honest, all that its better at than a barbarian is saves and armour proficiency, which I don't think makes up for the Barbarian's better skills, skillpoints and rage. Maybe hand out some pre-set defense feats every time a barbarian gets a rage related ability (Dodge,Toughness,Improved Toughness etc).
 

Kalanyr said:
I think its probably a bit too weak to be honest, all that its better at than a barbarian is saves and armour proficiency, which I don't think makes up for the Barbarian's better skills, skillpoints and rage. Maybe hand out some pre-set defense feats every time a barbarian gets a rage related ability (Dodge,Toughness,Improved Toughness etc).


Thank you for the input, but I've been using this for a while now. Compared to a barbarian, it looks weak, but those good saving throws and both spot and listen as class skills make up for any apparent weakness.

Besides, compare it to a fighter. Eleven bonus feats vs. good ref/will+DR+d12HD+spot and listen as class skills. Which would you pick?
 

Hmmm d12 HP over 20 levels 2+ 19*1 hp is 21 HP, about 7 Toughness feats (fairly suboptimal feat so say about 3 or 4 feats ?), good ref/will, 3 feats each (+2/+4/+6), so another 6), 9 or 10, 2 more feats for each class skill, so 11 or 12, not counting the DR, I guess it does stack up fairly well to the fighter, good point.
 

Kalanyr said:
Hmmm d12 HP over 20 levels 2+ 19*1 hp is 21 HP, about 7 Toughness feats (fairly suboptimal feat so say about 3 or 4 feats ?), good ref/will, 3 feats each (+2/+4/+6), so another 6), 9 or 10, 2 more feats for each class skill, so 11 or 12, not counting the DR, I guess it does stack up fairly well to the fighter, good point.

IMX:
Guardian vs. Fighter:

+6 to ref and will
21 hps
DR 5/-

vs.

11 feats

Guardian vs. Barbarian:

+6 to ref and will
heavy armor
tower shields
literacy (not a biggie)

rage
fast movement
uncanny dodge
trap sense (also not a biggie)
+2 skill points (not really a big deal as well)



Honestly, rage is good, but a permanent +6 to reflex and will saves is also good. As in exponentially good. It is really hard to get exceptionally good saving throws in the game with a core class. A +6 to a saving throw is not really three feats, IMO.

Besides, it's a manner of playing style as well. Sure, a barbarian is better offensively, but as a tank, a shield-baring guardian can be a better alternative. Not showy. Not glamourous. But definitely a good meat shield.

Boring to most players, however some do get a kick out of simplicity. (Why I kind of miss the pre-3e fighter.)

Anyway, thank you for taking the time to critique this.
 

This class is for anyone who hates being overwhelmed by options.

It also looks like a class for anyone who hates reading a too long class-background description... :p

Maybe the class could get a Defense bonus as in d20 Modern...
 

Suggestion. Give them the Dwarven Defender defensive stance abilty, or there abouts. Or like already suggested, a defensive bonus...perhaps +1/5 round down like the monk? Maybe +1/4?

Calrin Alshaw
 

I too agree that the class is still weak as a 20 level class. Granted 3 Good saves carries weight, but it is not enough to make up for the complete lack of class abilities. As for Spot and Listen as class skills, it isnt really a balance point with only 2 Skill points per level. I would grant the Dwarven Defender's dfensive stance spread over the 20 levels and increase the skill points to 4+ and then I would consider it balanced with the core classes.
 

Would make a good NPC class

Given some cultural dressing it might make a good NPC class. NPC's would be harder to kill and not be too flashy to upstage players. I like it a lot as a resource for dungeon crafting.

I think I'll add some training feats in formation fighting, phalanx, shield wall etc... I like the idea that the strength of the class comes from organization & training rather than individual heroics.

A brotherhood of hardy souls, kingdom guardians. A Varangian Guard. No magic to seduce them, no religion to split their loyalty just the steadfast mortal arm of the king.

Modifications:

Bonus skill points 2 per level.
Army training enforces survival skill training - Characters may place skill points in: Swimming, Diplomacy, Legal, Ride, or Knowledge (religion) at each level (to a maximum of 4+int bonus).


Tattoo:

Guards are tattooed upon initiation and every 5 levels. Temples & healers refusing to aid\revive Guard's bearing these tattoos may face punishments and legal inquiry.

Fifth level and above guards are considered for magical tattoos and special assignments\honours.


Ex-Guards

Loyal Guards irredeemably hurt in the line of duty are absorbed into the training & administrative functions of the kingdom.

Guardians that disgrace themselves by desertion, cowardice, disloyalty or corruption are flayed of their tattoo, in a non-lethal manner, stripped of title & possessions and banished, along with their immediate family from the city in which they served.


What do People think?

S
 
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What do People think?

I think that these suggestions give the class the flavor and reason to exist (from a role-play perspective) that they lacked. I would still give Spot and Listen skills which are coherent for a guard / sentinel, and 4 skill points per level (2 is too weak). Now, Tattos should be given a game mechanic: in each temple of the relevant faith, they can get some cure light wounds spells for free provided they succeed some d20 check to which they add their level, or something. And please: write down a complete and interesting background.
 

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