ilovefire
2006-01-14, 08:39 PM
well, I figured that while fighters make excellent meatshields, something that is truely specializng in being such could be more efficeint. So, in a fit of genius (or perhaps madness), i brewed this concoction. whatcha think? is it broken?
Guardian, Version One
Warriors can take many paths. Some become fighters, mastering weapons, other become rangers, living as one with the wilds. Some choose to become righteous paladins, or savage barbarians. For some, however, none of those paths work. Those who have a defensive mindset take up the path of the Guardian, a defender of the weak, and protector of the small. Those who are Guardians focus almost completely on defense, and many also master polearms, as these weapons are excellent for defending against mounted cavalry.
Alignment: Any
Hit Die: d12
Weapon/Armor Proficiencies: The Guardian is proficient with all simple weapons, glaives, guisiarmes, halberds, ransuers, bolas, nets, all armor, and all shields (including tower shields).
BAB progression: As Cleric
Save Progression: As Fighter
Class Skills: Climb, Craft, Diplomacy, Heal, Intimidate, Jump, Ride, Survival, Swim
Skills points per level: 2 + INT modifier
Skill points at first level: (2 + INT modifier) x4
Lvl 1: Defensive Position, Bonus Feat (Combat Expertise or Dodge), Slow Movement
Lvl 2:
Lvl 3: Cover Ally, +1 AC, Bonus Feat (Improved Initiative, Improved Shield Bash)
Lvl 4:
Lvl 5: Damage resistance 1/-
Lvl 6: +1 AC, Bonus Feat (Endurance, Great Fortitude)
Lvl 7:
Lvl 8: Damage Resistance 2/-
Lvl 9: +1 AC, Bonus Feat (Diehard, Improved Toughness)
Lvl 10: Defensive Strike
Lvl 11: DR 3/-
Lvl 12: +1 AC, Bonus Feat (Self-Sufficient, Quick Draw)
Lvl 13: Hold The Line
Lvl 14: DR 4/-
Lvl 15: +1 AC, Bonus Feat (Improved Buckler Defense, Improved Combat Expertise)
Lvl 16:
Lvl 17: DR 5/-
Lvl 18: +1 AC, Bonus Feat (Shield Charge, Phalanx Fighting)
Lvl 19:
Lvl 20: Perfect Defense, DR 6/-
Defensive Position: The Guardian may spend a move action to make his position more defensible, giving him and anyone else that stands in that square a +2 bonus to AC.
Bonus Feat: At level one, three, and every three levels after that (6, 9, 12, 15, 18), the Guardian may select from two feats, as labeled in the above chart.
Slow Movement: The guardian, while a master of defense, is unfortunately slower than many of his peers. He always moves as if wearing heavy armor, and if he wears medium or heavier armor, his speed is reduced further by 5 feet per round.
Cover Ally: If a Guardian is standing next to an ally, they may cover the ally, taking half of any damage that the ally receives, and increasing the ally’s AC by 1.
AC bonus: At every level, except level one, that the Guardian gains a bonus feat, they receive a +1 competence bonus to their AC.
Damage resistance: At level five, the guardian gains DR 1/-. It increases by one every three levels after.
Defensive Strike: When fighting defensively, a Guardian of level ten or higher only takes a -2 to attack rolls instead of -4.
Hold The Line: As the feat from Complete Warrior.
Perfect Defense: At level twenty, a Guardian gains a +2 bonus to his AC, and the AC of any allies within ten feat of himself, whenever he fights defensively, covers an ally, or uses the total defense maneuver.
Guardian, Version One
Warriors can take many paths. Some become fighters, mastering weapons, other become rangers, living as one with the wilds. Some choose to become righteous paladins, or savage barbarians. For some, however, none of those paths work. Those who have a defensive mindset take up the path of the Guardian, a defender of the weak, and protector of the small. Those who are Guardians focus almost completely on defense, and many also master polearms, as these weapons are excellent for defending against mounted cavalry.
Alignment: Any
Hit Die: d12
Weapon/Armor Proficiencies: The Guardian is proficient with all simple weapons, glaives, guisiarmes, halberds, ransuers, bolas, nets, all armor, and all shields (including tower shields).
BAB progression: As Cleric
Save Progression: As Fighter
Class Skills: Climb, Craft, Diplomacy, Heal, Intimidate, Jump, Ride, Survival, Swim
Skills points per level: 2 + INT modifier
Skill points at first level: (2 + INT modifier) x4
Lvl 1: Defensive Position, Bonus Feat (Combat Expertise or Dodge), Slow Movement
Lvl 2:
Lvl 3: Cover Ally, +1 AC, Bonus Feat (Improved Initiative, Improved Shield Bash)
Lvl 4:
Lvl 5: Damage resistance 1/-
Lvl 6: +1 AC, Bonus Feat (Endurance, Great Fortitude)
Lvl 7:
Lvl 8: Damage Resistance 2/-
Lvl 9: +1 AC, Bonus Feat (Diehard, Improved Toughness)
Lvl 10: Defensive Strike
Lvl 11: DR 3/-
Lvl 12: +1 AC, Bonus Feat (Self-Sufficient, Quick Draw)
Lvl 13: Hold The Line
Lvl 14: DR 4/-
Lvl 15: +1 AC, Bonus Feat (Improved Buckler Defense, Improved Combat Expertise)
Lvl 16:
Lvl 17: DR 5/-
Lvl 18: +1 AC, Bonus Feat (Shield Charge, Phalanx Fighting)
Lvl 19:
Lvl 20: Perfect Defense, DR 6/-
Defensive Position: The Guardian may spend a move action to make his position more defensible, giving him and anyone else that stands in that square a +2 bonus to AC.
Bonus Feat: At level one, three, and every three levels after that (6, 9, 12, 15, 18), the Guardian may select from two feats, as labeled in the above chart.
Slow Movement: The guardian, while a master of defense, is unfortunately slower than many of his peers. He always moves as if wearing heavy armor, and if he wears medium or heavier armor, his speed is reduced further by 5 feet per round.
Cover Ally: If a Guardian is standing next to an ally, they may cover the ally, taking half of any damage that the ally receives, and increasing the ally’s AC by 1.
AC bonus: At every level, except level one, that the Guardian gains a bonus feat, they receive a +1 competence bonus to their AC.
Damage resistance: At level five, the guardian gains DR 1/-. It increases by one every three levels after.
Defensive Strike: When fighting defensively, a Guardian of level ten or higher only takes a -2 to attack rolls instead of -4.
Hold The Line: As the feat from Complete Warrior.
Perfect Defense: At level twenty, a Guardian gains a +2 bonus to his AC, and the AC of any allies within ten feat of himself, whenever he fights defensively, covers an ally, or uses the total defense maneuver.