Guardian Class

Lakidaa

First Post
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

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.
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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.
 

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You didn't indicate Base Attack Bonus, but I'm assuming it's got full BAB like a fighter?

Are the Breaks learned in the order listed, or does the character choose which Break to learn each time?

I think the Power and Speed Breaks should deal 1d4 or 1d4+1 damage instead of 1d6. Could be wrong, but can't be sure without playtesting.

Armor Break should probably be altered. Have it reduce the target's armor AC by 1d4+1 points each time, cumulative with itself if used multiple times against the same target, but incapable of reducing the total armor bonus to anything lower than +1. Against foes with natural armor, same deal. Possibly, instead, make it a 2-point armor reduction each time combined with a 1-point reduction to the armor's Maximum Dexterity Bonus To AC, cumulative with itself, but limited to reducing the armor to a minimum of +1 armor AC and +0 MDB. Against foes with natural armor, it would then be 2 points of natural armor reduction along with a 5-foot (maybe 10-foot) reduction to base speed, cumulative with itself, but incapable of reducing natural armor to anything lower than +1 and incapable of reducing base speed to anything lower than 10 feet.

Is Magic Break cumulative with itself? In any case, it's far overpowered compared to the other abilities. I'd change it to inflicting a 10% or 15% spell failure chance, maybe 20% or 25% instead at most. If it stacks with itself (that is, if the Magic Break is useable multiple times against a target to cause greater spell failure chances), then it definitely has to be that low.
 

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