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<blockquote data-quote="HolyMan" data-source="post: 5155836" data-attributes="member: 84167"><p>WB Deskjob, </p><p> </p><p>I have been giving the class the look over and it seems that it leans more Paladin than it does Fighter. Everything but the Special part is the same and at the special it just trades speciial abilities for different special abilities.</p><p> </p><p>Of course a couple questions:</p><p> </p><p>*Starting Gold 135gp?? not 5d4 or 2d6 or something similar.</p><p>*Might - the flavor says that these characters are masters of defense, so why the change are all White Guard big guys. I would think since you have it listed that they are Strength/Intelligence based they would have Combat Expertise</p><p>*Shield Bash - again masters of defense and this is an offensive ability</p><p>*Courage - 4th lvl seems a little low to have so much bravo that you fear nothing and I think Taunt would be something that a White Guard would be doing almost from the start (but if it were me I would switch the level of thise two)</p><p>* Smite - gives the option for vs. good means there are Black Guard?? sell-swords maybe? bodyguards? But again an offensive ability and says all your attacks does this include spells?</p><p>*Mage Craft - gives the character 8 feats so long as he has spent 8 skill points in things like Craft:Alchemy, Craft:Weaponsmithing, or Craft:Jewler I believe that ability needs a lot more explaining.</p><p>*Guard Stance not a bad ability just has potential to be broken what if someone uses a reach weapon do they now have a 15' reach, it makes no mention of needing a shield so you could wield a two handed weapon and get the benefits of a shield by being in the stance. You get free ready action (movement only) and Combat Reflexes (no maximum), +2 to AC, an addditional 5' reach added to attacks, can't be flanked or sneak attacked by low lvl Rogues all for a -4 to hit and speed reduced to 5' (and it doesn't provoke AoO) I still think it a neat ability just needs balance.</p><p>*Cover finally a defensive ability but, makes no mention of where the ally needs to be. I would say in an adjacent square, and the White Guard should be weilding a shield.</p><p>* Bastion- Add to above "and better DR than a Barbarian" for -4 to hit and speed reduced to 5'</p><p>* Resist - defensive but why do you get it? Do you practice deflecting spells or get a divine boon, it says they cast spells as a Divine caster but nothing else mentions religion.</p><p>*Hope - That seems like a divine granted ability but it to is offensive.</p><p> </p><p>Spells say divine but are based on INT instead of WIS, only thing I see here is having Identify on your spell list. </p><p> </p><p>Also chosing own class skills, (while I like that concept and would do it myself) not a standard in D&D except for commoner.</p><p> </p><p>Ok after all that I still like the class but I think the Fluff is wrong, A White Guard (or change the name) is an idividual who has a guardian angel watching over them. These individuals always have a cause or goal and it is usually promoted by the being giving them the abilities (what is needed) to survive. They learn to watch everyone guage, their abilities and find a weakness to exploit, once they obtain greater knowledge they get better and better at defending/combating the many different types of encounters that plague a hero. They are aided in this by divine grace who wish to see them succeed in whatever venture as it in the long run furthers their own ends.</p><p> </p><p>If I were to make a guy heavy on defense (the master of defense) he would have to always have a shield and would base abilities around that. Combat Expertise and save bonuses. </p><p> </p><p>Ok work to do <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> for now Deskjob we will playtest your class but be forwarned I will make his life miserable to compensate for his abilities. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p> </p><p>HM</p></blockquote><p></p>
[QUOTE="HolyMan, post: 5155836, member: 84167"] WB Deskjob, I have been giving the class the look over and it seems that it leans more Paladin than it does Fighter. Everything but the Special part is the same and at the special it just trades speciial abilities for different special abilities. Of course a couple questions: *Starting Gold 135gp?? not 5d4 or 2d6 or something similar. *Might - the flavor says that these characters are masters of defense, so why the change are all White Guard big guys. I would think since you have it listed that they are Strength/Intelligence based they would have Combat Expertise *Shield Bash - again masters of defense and this is an offensive ability *Courage - 4th lvl seems a little low to have so much bravo that you fear nothing and I think Taunt would be something that a White Guard would be doing almost from the start (but if it were me I would switch the level of thise two) * Smite - gives the option for vs. good means there are Black Guard?? sell-swords maybe? bodyguards? But again an offensive ability and says all your attacks does this include spells? *Mage Craft - gives the character 8 feats so long as he has spent 8 skill points in things like Craft:Alchemy, Craft:Weaponsmithing, or Craft:Jewler I believe that ability needs a lot more explaining. *Guard Stance not a bad ability just has potential to be broken what if someone uses a reach weapon do they now have a 15' reach, it makes no mention of needing a shield so you could wield a two handed weapon and get the benefits of a shield by being in the stance. You get free ready action (movement only) and Combat Reflexes (no maximum), +2 to AC, an addditional 5' reach added to attacks, can't be flanked or sneak attacked by low lvl Rogues all for a -4 to hit and speed reduced to 5' (and it doesn't provoke AoO) I still think it a neat ability just needs balance. *Cover finally a defensive ability but, makes no mention of where the ally needs to be. I would say in an adjacent square, and the White Guard should be weilding a shield. * Bastion- Add to above "and better DR than a Barbarian" for -4 to hit and speed reduced to 5' * Resist - defensive but why do you get it? Do you practice deflecting spells or get a divine boon, it says they cast spells as a Divine caster but nothing else mentions religion. *Hope - That seems like a divine granted ability but it to is offensive. Spells say divine but are based on INT instead of WIS, only thing I see here is having Identify on your spell list. Also chosing own class skills, (while I like that concept and would do it myself) not a standard in D&D except for commoner. Ok after all that I still like the class but I think the Fluff is wrong, A White Guard (or change the name) is an idividual who has a guardian angel watching over them. These individuals always have a cause or goal and it is usually promoted by the being giving them the abilities (what is needed) to survive. They learn to watch everyone guage, their abilities and find a weakness to exploit, once they obtain greater knowledge they get better and better at defending/combating the many different types of encounters that plague a hero. They are aided in this by divine grace who wish to see them succeed in whatever venture as it in the long run furthers their own ends. If I were to make a guy heavy on defense (the master of defense) he would have to always have a shield and would base abilities around that. Combat Expertise and save bonuses. Ok work to do :) for now Deskjob we will playtest your class but be forwarned I will make his life miserable to compensate for his abilities. :p HM [/QUOTE]
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