Complete Scoundrel Here

timespike said:
What exactly does the Grey Guard DO? I understand it's the Vic Mackey of the paladin world, but what does it DO?

Well, let me go more into it, then,

Requirements
Lawful good
Know-religion 8 ranks; Sense Motive 4 ranks
Lay on hands class feature
Special: Must adhere to a code of condut that prevents you from doing evil acts.

Note: I don't know any other class that would qualify, though a paladin multiclass could of course.

Abilities
5/10 divine progression on even levels
Full BAB, good Fort, will.
d10 hit points

Main ability: Sacrament of Trust. (Paraphrased heavily) You still lose paladin and Grey Guard abilities when you commin dishonorable acts butthe infraction is much less than for a paladin. When you atone for deeds, the atonement caster need not spend 500 xp if the acts were intended to further the cause of your faith.

Lay on hands GGG levels stack with Paladin.
Debilitating touch. Spend 5 lay on hands points to sicken your target for 5 rounds unless they make a save.
Smite evil at 3rd and 8th, levels of GGG stack with paladins for damage.
Justice blade: Smite Chaotic if you like using your smite evil attempts. Can still be wasted though
Unbound justice: Add half your GG class level to BLuff, Disguise, Intimidate(All class skills)
Justice blade: All faiths Smite anyone without declaring alignment ahead of time. Yes, even your lawful good paladin buddy you have knoown since you were 4.

Capstone: Sarament of the true faith: You never risk losing your class abilities or having to atone for your conduct. You are still expected to be an exempler of your faith. Church elders can still might revoke your abilities. No auto-loss though.

Also levels of this class count as paladin levels for blackguards

I see more paladin conduct threads in the future.
 

log in or register to remove this ad

Particle_Man said:
Hexblade love question here:

How many spells of each level? And which of them both have saving throws and belong to the enchantment or transmutation or necromancy schools?

Hexblade:
1st: Armor Lockk: Slows a target in armor.
1st: Mage Burr: Double a target's arcane failure chance due to armor.

4th: Spoell Theft: Dispel effects on others and steal benefits for yourself.

Jsut three.
 

EyeontheMountain said:
Wand Modulation is interesting, as you can casue a wand to cast a diffferent spell (at least one level lower) than it was built to cast. Interesting, though you need to cast the new spell on the wand immediately.
Wand Modulation just sounds raunchy to me.
 

Jolly Giant said:
I'm also partial to dipper PrCs (3 or 5 level classes); I so rarely get a chance to complete a 10 level class.

I am also a big of the dipper Prcs. Give me a chance to slightly adjust my character from the base class, without having to nose dive in another direction. Also, the fact that designer aren't slaved to a 10 level design make it easier to balance out abilities.
 

Well I've been really looking forward to this book I've got to say. I was really hoping for at least one Bard prestige class though, but it looks like we're not getting one. That's very disapointing, was there a reason one was not included? Bards are every bit the Scoundrel that Rogues are and should've been given some decent attention. I'm glad to see there are some feats for them, but still, I REALLY wanted a good prestige class.

Anyway, I like what else I've seen so far and am still excited to see the book.

Koz
 

el-remmen said:
On second thought, however, I think they add a layer of complexity to the rules that their appeal cannot make up for.

That was my thought. They're feats that cost skill points instead of feat points. If I wanted interchangible character points, I'd play Hero.

If I get the book (unlikely), I'll probably either make the feats with minimum skill requirements or disallow them entirely.
 

So it looks like with Tricks, at 1/level, total not to exceed 1/2 level, you're still only burning 1 skill point per level *max*, barring taking certain Trick-related feats. And even though that's a big hit for classes like the fighter... hey, if he don't have the Int for bonus skill points, he probably isn't smart enough to learn any fancy tricks anyway :p

Personally, I don't think the "added complexity" is that big a deal, considering it's something that only has to be figured out at level-up. After that, just use your tricks and have fun!

My ranger/scout drools at the thought of the trick to charge around corners, and feats to stack his class levels for Skirmish and Favored Enemy, plus +2d6 +2 AC for moving 20'. I think I may have to get him a scythe to top it all off :cool:
 

Already I'm thinking of several feats that could be turned into Tricks. For example, Acrobatic Strike, Combat Acrobat and the other "news skill uses" feats from the PHBII.
 

After reading the excerpts I'm wondering how would the trick Walk the Walls and Wall Jumper work.

Does Walk the Walls only allow vertical movement straight up, unlike the psionic feat Up The Walls which allows any movement along a wall?

Is Wall Jumper where a character uses a wall as "step" for a higher jump?
 

el-remmen said:
On second thought, however, I think they add a layer of complexity to the rules that their appeal cannot make up for.

Bingo.

It's why I sometimes prefer something like Hero where all the rules are in the core book and the various source books are ways to use those rules as opposed to just pulling new tricks out of the ether. Mind you some of these rules are solid, but they add layers and layers of complexity. Action Points and Tricks and Swift and Immediate Actions, etc...

Becomes confusing after a while even for an experienced player, much less GM.
 

Remove ads

Top