Stats:
HD: D10
Saves:
-F- Good
-W- Bad
-R- Bad
Skill points by Level: 1st: (2+ Int modifier) x4. 2nd+: 2+ Int modifier.
Skills: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Abilities of the Guardian By Level:
Note: the format for Breaks is: Break Types known X per Day usage
What these abilities mean:
Breaks (all Ex): An attack made by the guardian meant to disable his opponent. These attacks can only be made by a weapon that he is proficient in, and this weapon must do at least 1d8 non-subdual damage. If his fists qualify, he may use them. These attacks are made at -4 to hit, and they are unable to critical. If the attack hits, the effect lasts until the opponent struck is healed for 10+ (the guardian's STR mod) HP.
A-Power: 1d6 STR dmg.
B-Defense: This disables worn armor, halving its effectiveness and doubling the Dex penalty. Instead of using healing to fix this, it must be repaired at a blacksmith for 1/10 of the market price. If the target has natural armor instead, halve its effectiveness and reduce its speed by 1/4 until healed as noted.
C-Magic: Adds 50% magic fail, even if there is no Somatic/Verbal component. This Magic Fail Chance also works on spell-like abilities, and certain Special Abilities that are magic-based.
D-Speed: 1d6 DEX damage.
Defensive Stance (Ex):
A: Defensive Stance: When he adopts a defensive stance, a guardian 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 guardian'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 guardian cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A guardian may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the guardian is winded and takes a –2 penalty to Strength for the duration of that encounter. A guardian 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 guardian can only do so during his action.
B: Mobile Defense (Ex): The Guardian may take one 5’ step every round.
C: Restless Defense (Ex): At the end of his Defensive stance, he is no longer fatigued.
Taunt/Threaten (Ex): The Guardian is adept at manipulating his enemies in battle.
A: Reaching Intimidate: a Guardian may make his Intimidate checks in battle to any opponent that can see and hear the Guardian. He does not need to be in melee combat nor does he need to threaten him. The effects are unaffected.
B: Threaten (Ex): the Guardian may, instead of making the usual Intimidate check, choose to Threaten his target. The DC and other rolls are the same, but the affected target is frightened for two rounds instead.
C: Taunt (Ex): the Guardian may, instead of making a usual Intimidate check, choose to Taunt his target. The DC and rolls are the same, but the target, if affected, flies into a rage, identical to the barbarian ability. This rage lasts for two turns.
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Yes, the defensive ability was pulled wholesale from the Dwarven Defender. The defense break is most likely broken, and that makes me sad.
This class is loosely based on FFX's Auron's initial abilities.
HD: D10
Saves:
-F- Good
-W- Bad
-R- Bad
Skill points by Level: 1st: (2+ Int modifier) x4. 2nd+: 2+ Int modifier.
Skills: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Abilities of the Guardian By Level:
Note: the format for Breaks is: Break Types known X per Day usage
Code:
Level Breaks Defensive Stance Taunt/Threaten
1 1/day Reaching Intimidate
2 1x1
3
4 2/day
5 2x2 1/day
6
7 3/day
8 3x3
9
10 Mobile Defense 2/day
11 4x3
12
13 4/day
14 4x4
15 3/day
16 Restless Defense
17 4x5
18
19 5/day
20 4x6 4/day
What these abilities mean:
Breaks (all Ex): An attack made by the guardian meant to disable his opponent. These attacks can only be made by a weapon that he is proficient in, and this weapon must do at least 1d8 non-subdual damage. If his fists qualify, he may use them. These attacks are made at -4 to hit, and they are unable to critical. If the attack hits, the effect lasts until the opponent struck is healed for 10+ (the guardian's STR mod) HP.
A-Power: 1d6 STR dmg.
B-Defense: This disables worn armor, halving its effectiveness and doubling the Dex penalty. Instead of using healing to fix this, it must be repaired at a blacksmith for 1/10 of the market price. If the target has natural armor instead, halve its effectiveness and reduce its speed by 1/4 until healed as noted.
C-Magic: Adds 50% magic fail, even if there is no Somatic/Verbal component. This Magic Fail Chance also works on spell-like abilities, and certain Special Abilities that are magic-based.
D-Speed: 1d6 DEX damage.
Defensive Stance (Ex):
A: Defensive Stance: When he adopts a defensive stance, a guardian 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 guardian'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 guardian cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A guardian may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the guardian is winded and takes a –2 penalty to Strength for the duration of that encounter. A guardian 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 guardian can only do so during his action.
B: Mobile Defense (Ex): The Guardian may take one 5’ step every round.
C: Restless Defense (Ex): At the end of his Defensive stance, he is no longer fatigued.
Taunt/Threaten (Ex): The Guardian is adept at manipulating his enemies in battle.
A: Reaching Intimidate: a Guardian may make his Intimidate checks in battle to any opponent that can see and hear the Guardian. He does not need to be in melee combat nor does he need to threaten him. The effects are unaffected.
B: Threaten (Ex): the Guardian may, instead of making the usual Intimidate check, choose to Threaten his target. The DC and other rolls are the same, but the affected target is frightened for two rounds instead.
C: Taunt (Ex): the Guardian may, instead of making a usual Intimidate check, choose to Taunt his target. The DC and rolls are the same, but the target, if affected, flies into a rage, identical to the barbarian ability. This rage lasts for two turns.
---
Yes, the defensive ability was pulled wholesale from the Dwarven Defender. The defense break is most likely broken, and that makes me sad.
This class is loosely based on FFX's Auron's initial abilities.