Deskjob
@HolyMan
[sblock=Response]Excellent. The Shield-Wall will hold. Muahahaha! XD
I will be dropping his spells. They are not necessary outside of the "Same Game Test" developed for playtesting new classes. They will be removed.
The fluff can of course change to whatever you would like. That is the ideal of D&D. Excellent idea.
Response:
*
Starting Gold: This was a compromise between myself and two authors. This is only a suggestion, not a rule.
*
Might: Makes Dex a dump stat. Lost upon multiclassing. Plays to your strengths. Halt+Combat Reflexes is now dumped. Ranged attack is dumped. Light Armor becomes available for play. Max Dexterity Penalties still apply.
...(
Sidenote: Your 4th level spells require an Intelligence score of 14 to wield. Combat Expertise requires an Intelligence score of 13 to wield. This is assumed upon creation. However, I firmly believe that Class Features should exist outside of the world of "Just give em' a Feat". Good Eye HolyMan...)
*
Shield Bash: Encourages Shield use at early levels. Increases DPS in melee. Its a Job skill.
*
Courage: Paladins gain this bonus at 3rd level. This class gains it for the same reasons at 4th level. Its a Job skill.
*
Smite: Increases DPS in melee vs Aligned enemies. Spells do not grant this bonus. DPS = aggro = attention = doing your job. Hehe.
...(
Sidenote: Yes there are Black Guards too. However, creating an entirely new class based only of such a small change to this Class Feature seemed crazy. Good eye HolyMan...)
*
Mage Craft: This will be dropped. Originally found in "Frank&K's Tomb Fighter Class".
*
Guard Stance: Reach weapons past level 10 are mandatory for all Melee Fighters. Beyond this level, a 10 foot range is not an advantage, it's just keeping up with the Monsters. And because Dwarven Defender Stances suck...
*
Cover: At 11th level no range is necessary. You are the front-line, your wizard is the back-line. Buff the back-line. Adjacent just buffs your front-line armored-friends and keeps him from flanking. Lose/lose.
*
Bastion: Barbarian & Dwarf Defender gets permanent +3 at 13th. You get conditional +3 at 12th. Same idea you just have more Armor than he does.
*
Resist: For spells which offer no saves. Example: Irresistible Dance and Enervation. Without resistance, you are out of combat for 4-10 rounds minimum. Your party will die long before that...
*
Hope: Conditional buff at level 14+. The range is controversial. This was intended for your Melee buddies only.
Feedback:
Nice evalution HolyMan. That makes you the millionth. Haha. I will loosen it for easier play. Thanks.
* Drop spells.
* Drop Mage Craft.
* Smite damage reduced to +2 every 5 levels vs. alignment.
* Guard Stance offers only one Readied Action against movement. Not several.
* Reduce Bastion to +2 DR.
* Reduce Hope range to 30'.[/sblock]
(EDIT: I will be posting up a Character here soon with these changes in mind. Thanks guys.)
[sblock=Marko, Custom Lv.1]
Code:
[B]Name:[/B] Marko
[B]Class:[/B] White Guard 1
[B]Race:[/B] Human
[B]Size:[/B] M
[B]Gender:[/B] M
[B]Alignment:[/B] NG
[B]Deity:[/B] none
[B]Str:[/B] 16 +3 (10p.) [B]Level:[/B] 1 [B]XP:[/B] 0
[B]Dex:[/B] 10 +0 (02p.) [B]BAB:[/B] +1 [B]HP:[/B] 13 (1d10+3)
[B]Con:[/B] 16 +3 (10p.) [B]Grapple:[/B] +4 [B]Dmg Red:[/B] 0/0
[B]Int:[/B] 13 +1 (05p.) [B]Speed:[/B] 30 [B]Spell Res:[/B] 0
[B]Wis:[/B] 14 +2 (06p.) [B]Init:[/B] +0 [B]Spell Save:[/B] n/a
[B]Cha:[/B] 10 +0 (02p.) [B]ACP:[/B] -4 [B]Spell Fail:[/B] n/a
[B]Base Armor Shld Str DB Nat Misc Total[/B]
[B]Armor:[/B] 10 +4 +2 +3 +0 +0 +0 19
[B]Touch:[/B] 13 [B]Flatfooted:[/B] 16
[B]Base Mod Misc Total[/B]
[B]Fort:[/B] 2 +3 +5
[B]Ref:[/B] 0 +0 +0
[B]Will:[/B] 0 +2 +2
[B]Weapon Attack Damage Critical[/B]
Longsword +4 1d8+3 19/x2
Shield Bash -7 1d4+3 20/x2
[B]Languages:[/B] Common, Elven.
[B]Feats:[/B]
Improved Shield Bash
Combat Expertise
Animal Affinity
[B]Class Features:[/B]
Might: Trade Dex mod for Str mod to AC. Armor Penalties apply.
[B]Skill Points:[/B] 24 [B]Max Ranks:[/B] 4/2
[B]Skills Ranks Mod Misc Total[/B]
Ride 4 +0 +2 +6
Handle 4 +0 +2 +6
Craft (leatherwork) 4 +1 +5
Spot 4 +2 +6
Swim 4 +3 -8 -1
Sense Motive 4 +1 0 +5
[B]Equipment: Cost Weight[/B]
Chainshirt 100gp 25lb
Shield (hv,stl) 20gp 15lb
Longsword 15gp 4lb
Backpack 2gp 2lb
Bedroll 1sp 5lb
Waterskin 1gp 4lb
x2 Beltpouch 2gp 1lb
Travelers clothes
[B]Total Weight:[/B]57lb [B]Money:[/B] 9gp 9sp 0cp (Craft Check Included)
[B]Lgt Med Hvy Lift Push[/B]
[B]Max Weight:[/B] 76 153 230 230 460
[B]Age:[/B] 21
[B]Height:[/B] 5'10"
[B]Weight:[/B] 160lb
[B]Eyes:[/B] green
[B]Hair:[/B] black
[B]Skin:[/B] white
Background: Marko. His occupation before the war was as a leather-worker. Commonly making boots, vests, and cloaks for local farmers. He has received schooling because his father held a minor office in local politics and his widowed aunt was a teacher. He has receiving education in reading, writing, mathematics, horsemanship, fencing, and shoemaking. Due to the early death of his father his family invites him to enlist and gain political office through military service. He has also had the oppurtunity to learn the Elven dialect from his late father.
Marko was once married. It was an arranged marriage to a girl named Lilith from his fathers village. Marko was 18 and Lilith was 16 at the time of their marriage. Not uncommon for his clan. Sadly, she died of illness during their first year of marriage. Marko has no children and feels he has lost the love of his life. He still has trouble sleeping.
Marko joined the Irregulars to seek station as an Officer. Hoping to retire from service into political office, as did his father. He also hopes to rid himself of his grief and his troubled past.[/sblock]