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eternal-knight
2011-07-20, 04:23 PM
I have had this sitting on my desktop since 3.0 and it is in dire need of testing. It was updated for 3.5 since my regular group has been playing that. I won't be updating to 4.0 since no one in my group wants to play 4.0.

Still, no one has showed an interest in it due to the low movement while in a defensive stance. So if anyone is willing to look it over, tell me what they think or even test it out, that would be great.

Shield Warden

Pre-reqs:
Base Attack Bonus: +7
Feats: Dodge, Endurance, Improved Toughness

HD: d20
Class Skills: Craft, Listen (wis, Sense Motive, (wis), and Spot (wis)
Skill points at Each Level: 2 + Int modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|+1|+2|+0|+2|Defensive Stance 1/day|

2nd|+2|+3|+0|+3|Damage Reduction: +1/-, Impassable|

3rd|+3|+3|+1|+3|Defensive Stance 2/day|

4th|+4|+4|+1|+4|Damage Reduction: +2/-|

5th|+5|+4|+1|+4|Defensive Stance 3/day|

6th|+6/+1|+5|+2|+5|Damage Reduction: +3/-, Vigilant Defender|

7th|+7/+2|+5|+2|+5|Defensive Stance 4/day|

8th|+8/+3|+6|+2|+6|Damage Reduction: +4/-|

9th|+9/+4|+6|+3|+6|Defensive Stance 5/day|

10th|+10/+5|+7|+3|+7|Damage Reduction: +5/-, Mobile Defense|
[/table]

Defensive Stance (EX): When the Shield Warden adopts a defensive stance, a Shield Warden 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 Shield Warden'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 Shield Warden cannot use skills or abilities that would require him to shift his position, and he cannot take a move action. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Shield Warden may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the Shield Warden is winded and takes a –2 penalty to Strength for the duration of that encounter. A Shield Warden 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.

Damage Reduction (EX): At second level the Shield Warden gains the ability to shrug off some amount of damage the Shield Warden takes from each blow or attack. Subtract 1 point from the damage the Shield Warden takes each time he is dealt damage. At 3rd level this increases to 2, at 5th level this increases to 3, at 7th it increases to 4, and at 10th level it increases to 5. This damage reduction stacks with any damage reduction of the same type (x/-) from any other source (such as the Barbarian core class). This damage reduction may reduce damage dealt to 0 but never below 0. (That is, the defeneder cannot actually gain hit points in this manner).

Impassable (EX): You treat all squares you threaten as rough terrain for everyone besides your' self. You can exclude a number of people equal to your' con modifier. (That is, this rough terrain has no impact on your' own movement, BUT rough terrain from another source, such as another Shield Warden or debris, still influences your' movement normally. If you have a con mod of 3, you may exclude 3 other people such as allies or party members). You may designate who may pass through this rough terrain as a free action.

Vigilant Defender (EX): Starting at 6th level, you stand your ground against all enemies, warding the spot where you make your' stand to prevent foes from slipping past and attacking those you protect. If an opponenet attempts to use the Tumble skill to move through your threatened rea or the square you occupy without provoking attacks of opportunity, the Tumble check DC to avoid your' attacks of opportunity increases by an amount equal to your' class level.

Mobile Defense (EX): At 10th level, a Shield Warden can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take a single 5-foot step each round without losing the benefit of the stance.

Cipher Stars
2011-07-20, 05:07 PM
http://www.giantitp.com/forums/showthread.php?t=205677




{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|+1|+2|+0|+2|

2nd|+2|+3|+0|+3|

3rd|+3|+3|+1|+3|

4th|+4|+4|+1|+4|

5th|+5|+4|+1|+4|

6th|+6/+1|+5|+2|+5|

7th|+7/+2|+5|+2|+5|

8th|+8/+3|+6|+2|+6|

9th|+9/+4|+6|+3|+6|

10th|+10/+5|+7|+3|+7|
[/table]
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|+1|+2|+0|+2|

2nd|+2|+3|+0|+3|

3rd|+3|+3|+1|+3|

4th|+4|+4|+1|+4|

5th|+5|+4|+1|+4|

6th|+6/+1|+5|+2|+5|

7th|+7/+2|+5|+2|+5|

8th|+8/+3|+6|+2|+6|

9th|+9/+4|+6|+3|+6|

10th|+10/+5|+7|+3|+7|[/table]

Merk
2011-07-20, 05:47 PM
Some ideas to consider:


Decrease the hit die from d20 to d12 (unless that's just a typo). Having that high HD is unprecedented, and doesn't do too much to help it survive non-damage based offenses.
Drop Dodge and/or Endurance in favor of feats built around effective use of Shields, such as Shield Ward, so that it actually reflects shield usage.
Dramatically increase the class skill list and skill points to 4 + Int, so that it has some contribution outside of combat.
Add some kind of ability to convince the enemy to target you while in a defensive stance, so that defensive stance contributes "work" to your team.
Have Vigilant Defender force your enemy to Tumble against a skill check you make -- IIRC all it does at the moment is make the DC 15 + PRC Level, which is very easy for most opponents seriously invested in tumbling (a DC of 25 is effortless by the time this ability is obtained)

eternal-knight
2011-07-20, 08:36 PM
The reason I had it only increase the DC by 10 is, unless the rough terrain is mitigated somehow, your' average hero has a base movement speed of 30, half of that (due to tumbling) is 15. Half that again for rough terrain (7.5 which gets rounded down to the nearest 5-foot square is 5). For each additional 5 feet of movement, the DC increases by 5.

So to get behind you, the rogue would have to tumble 30 feet, rather than just 15. This increases the DC by 15.

DC = 15 (base) + 10 (vigilant defender) + 15 (rough terrain) = DC 40



Unless the rouge tries to tumble THROUGH you.... that's a DC 50.

Yitzi
2011-07-20, 10:37 PM
The exclusions to Impassable really should logically be based off DEX rather than CON. If it feels too low you can have it be some number plus DEX bonus or twice DEX bonus, but if he's letting people past that's a question of agility rather than toughness.