Deleran
2005-12-24, 04:34 AM
I know what all of you have been asking: "When will Deleran show us some PrCs?" And if even if you haven't been asking yourselves that, you can totally feign interest. Anyway, this is from a campaign setting that I'm absolutely going to make at some point. Its also not overly exotic, but I think it does what its supposed to.
[hr]
Nightguard
In the sprawling megalopolis of <the name of the city is someplace else and unrelated anyway>, theives' guilds have taken over most of the city and operate extensively at night. During the night, the guard and other government officials withdraw into the protection of the massive citadel in the center of the city. However, government sites, including the citadel, still need to be protected. For this job, the most elite members of the guard are trained in special combat techniques to earn the title of nightguard.
Requirements:
7 ranks in spot and listen
+5 BAB
Lightning Reflexes, Skill Focus: Spot
Must be trained by a current or former nightguard. The combat techniques of the nightguard are closely guarded secrets.
HD: d8
BAB: As fighter
Good Saves: Reflex
Proficiencies: The nightguard is proficient with all martial weapons and light and medium armor.
Skills: 2 + int modifier
Class Skills: Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Proffesion (Wis), Search (Int), Spot (Wis), Use Rope (Dex).
Abilities:
Level 1: Darkvision 30 ft.
Level 2: Uncanny Dodge, +1 Save vs Poison
Level 3: Bonus Feat
Level 4: Darkvision 60 ft., +2 Save vs Poison
Level 5: Improved Uncanny Dodge
Level 6: +3 Save vs Poison
Level 7: Bonus Feat, Hardened Physiology (50%)
Level 8: Darkvision 120 ft., +4 Save vs Poison
Level 9: No Escape
Level 10: Hardened Physiology (Complete), Poison Immunity
Darkvision (Ex): The nightguard gains Darkvision with a range of 30 feet at level 1. This improves to 60 feet at level 4 and 120 feet at level 8.
Uncanny Dodge (Ex): At 2nd level, a nightguard retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a nightguard already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Save Bonus Against Poison: At 2nd level, the nightguard gains a +1 saving throw bonus against poisons of all kinds. This improves by +1 every two levels through level 8.
Bonus Feat: At 3rd and 7th level, the nightguard gains a feat selected from the fighter bonus feat list.
Improved Uncanny Dodge (Ex): At 5th level and higher, a nightguard can no longer be flanked. This defense denies a rogue the ability to sneak attack the nightguard by flanking him, unless the attacker has at least four more rogue levels than the target has nightguard levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Hardened Physiology (Su): High level nightguards are so considered so valuable that they are blessed by powerful secret rites that change the very structure of their bodies. At 7th level, a nightguard has a 50% chance to negate a critical hit or sneak attack damage. At 10th level, he becomes immune to critical hits and sneak attack damage.
No Escape (Ex): At 9th level, if an opponent within one size category of the nightguard attempts to leave a square threatened by the nightguard, the nightguard may make a special attack of opportunity against that opponent, even if he would not normally be allowed one (This allows the nightguard to perform this action even if his opponent is withdrawing from combat or taking a 5 foot step). The nightguard and his opponent roll opposed reflex checks. The nightguard also adds a bonus equal to his nightguard class levels to this check. If the nightguard wins, the opponent is unable to move for the round.
Poison Immunity (Ex): At 10th level, a nightguard has built up such a resistance to poisons that he becomes immune to them.
[hr]
So, there it is. I was trying to make an anti-rogue, and I think this guy fits the bill pretty well. I haven't playtested it, but if you'd like to, feel free. Obviously if you want to use this, you can remove the "learn from a nightguard" requirement if you don't think thats practical. The templating for No Escape is kinda awkward, and some help with that would be nice. I really like Unusual Physiology as a final ability, but I can't think of a good flavor for it. Help with those would be great, but comments in general are appreciated. And oh yeah, I think Night watch (as one word) would be a better name, but the language filter disagrees with me.
[hr]
Nightguard
In the sprawling megalopolis of <the name of the city is someplace else and unrelated anyway>, theives' guilds have taken over most of the city and operate extensively at night. During the night, the guard and other government officials withdraw into the protection of the massive citadel in the center of the city. However, government sites, including the citadel, still need to be protected. For this job, the most elite members of the guard are trained in special combat techniques to earn the title of nightguard.
Requirements:
7 ranks in spot and listen
+5 BAB
Lightning Reflexes, Skill Focus: Spot
Must be trained by a current or former nightguard. The combat techniques of the nightguard are closely guarded secrets.
HD: d8
BAB: As fighter
Good Saves: Reflex
Proficiencies: The nightguard is proficient with all martial weapons and light and medium armor.
Skills: 2 + int modifier
Class Skills: Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Proffesion (Wis), Search (Int), Spot (Wis), Use Rope (Dex).
Abilities:
Level 1: Darkvision 30 ft.
Level 2: Uncanny Dodge, +1 Save vs Poison
Level 3: Bonus Feat
Level 4: Darkvision 60 ft., +2 Save vs Poison
Level 5: Improved Uncanny Dodge
Level 6: +3 Save vs Poison
Level 7: Bonus Feat, Hardened Physiology (50%)
Level 8: Darkvision 120 ft., +4 Save vs Poison
Level 9: No Escape
Level 10: Hardened Physiology (Complete), Poison Immunity
Darkvision (Ex): The nightguard gains Darkvision with a range of 30 feet at level 1. This improves to 60 feet at level 4 and 120 feet at level 8.
Uncanny Dodge (Ex): At 2nd level, a nightguard retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a nightguard already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Save Bonus Against Poison: At 2nd level, the nightguard gains a +1 saving throw bonus against poisons of all kinds. This improves by +1 every two levels through level 8.
Bonus Feat: At 3rd and 7th level, the nightguard gains a feat selected from the fighter bonus feat list.
Improved Uncanny Dodge (Ex): At 5th level and higher, a nightguard can no longer be flanked. This defense denies a rogue the ability to sneak attack the nightguard by flanking him, unless the attacker has at least four more rogue levels than the target has nightguard levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Hardened Physiology (Su): High level nightguards are so considered so valuable that they are blessed by powerful secret rites that change the very structure of their bodies. At 7th level, a nightguard has a 50% chance to negate a critical hit or sneak attack damage. At 10th level, he becomes immune to critical hits and sneak attack damage.
No Escape (Ex): At 9th level, if an opponent within one size category of the nightguard attempts to leave a square threatened by the nightguard, the nightguard may make a special attack of opportunity against that opponent, even if he would not normally be allowed one (This allows the nightguard to perform this action even if his opponent is withdrawing from combat or taking a 5 foot step). The nightguard and his opponent roll opposed reflex checks. The nightguard also adds a bonus equal to his nightguard class levels to this check. If the nightguard wins, the opponent is unable to move for the round.
Poison Immunity (Ex): At 10th level, a nightguard has built up such a resistance to poisons that he becomes immune to them.
[hr]
So, there it is. I was trying to make an anti-rogue, and I think this guy fits the bill pretty well. I haven't playtested it, but if you'd like to, feel free. Obviously if you want to use this, you can remove the "learn from a nightguard" requirement if you don't think thats practical. The templating for No Escape is kinda awkward, and some help with that would be nice. I really like Unusual Physiology as a final ability, but I can't think of a good flavor for it. Help with those would be great, but comments in general are appreciated. And oh yeah, I think Night watch (as one word) would be a better name, but the language filter disagrees with me.