PDA

View Full Version : Bodyguard, and Thuckum



Ralasha
2012-05-12, 09:01 PM
Name: The Unparalleled Guardian

Requirements:
BAB: +5
Feats: Dodge, Mobility
Skills: Heal 6 Ranks

HD: d10

Skills: 2+Int Mod
Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Dugeoneering) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Knowledge (Nobility and Royalty) (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis).

{table]Level|BAB|FS|RS|WS|Special
1|+1|+2|+2|+0|Improved Shield Focus
2|+2|+3|+3|+0|Defend Another, Shield Evasion
3|+3|+3|+3|+1|Parry, Healing Touch
4|+4|+4|+4|+1|Uncanny Dodge
5|+5|+4|+4|+1|Deflect Arrows
6|+6|+5|+5|+2|Instinctive Parry, Improved Healing Touch
7|+7|+5|+5|+2|Interposing Guardian
8|+8|+6|+6|+2|Improved Shield Evasion
9|+9|+6|+6|+3|Guardian's Health
10|+10|+7|+7|+3|Improved Uncanny Dodge, Masters Healing Touch[/table]
Improved Shield Focus: The Knight of the Scales gains an additional 1 point of AC from their shield. This bonus may be applied to the 'defend another' class feature.
Defend Another:The knight may grant their shield bonus to another as a dodge bonus to their ac. This reduces the knights Shield Bonus to 0 until their next turn. The target to be defended must be within 5'.
Shield Evasion: The Knight Guardian now has the benefits of the evasion feat whenever they have a shield equipped.
Parry: Whenever the knight has a weapon or shield equipped they may ignore the first attack made against them each round.
Healing Touch: The Guardian may heal others by sacrificing its own health. In order to do so the guardian must spend at least 2 HP. For each two HP sacrificed in this manner they may heal another of 1 point of damage.
Uncanny Dodge: The Guardian gains the benefits of Uncanny dodge whenever they have a shield equipped.
Deflect Arrows: Once per round whenever the Guardian or a nearby ally is attacked with a ranged weapon the Guardian may choose to deflect it. This is a free action.
Instinctive Parry: The guardian may now choose to deflect the first attack each round against an ally within 5'. This otherwise acts as the Parry class feature described above.
Improved Healing Touch: The Guardian now pays only 1 HP to heal another of 1 HP. This effect stacks, and is an immediate effect. This a Guardian may choose to spend 7 hp in order to heal another of 7 damage.
Interposing Guardian: The Guardian may chose to move between an enemy and an ally within 5' at the moment an enemy attacks that ally. The enemy now attacks the Guardian instead. This means the enemy has now rolled to attack the Guardian.
Improved Shield Evasion: The Guardian now gains the benefits of improved evasion whenever they have shield equipped.
Guardian's Health: Whenever an ally within sight of the Guardian takes damage the Guardian may choose to take half of the damage done to the ally. If the ally would have taken an odd amount of damage any left over damage after it has been divided between them is taken by the Guardian. After this effect is used the guardian heals an ammount equal to their constitution modifier per round for a number of rounds equal to the damage received.
Improved Uncanny Dodge: The guardian gains the benefits iof uncanny dodge whenever they have a shield equipped.
Master's Healing Touch: The Guardian's Healing Touch now heals others for two points of damage for each hit point the guardian sacrifices.

Behold: The Knight of the Hammer

Requirements:
Feats: Weapon Focus (Warhammer, Greathammer, Light Hammer, Throwing Hammer, Maul or Goliath greathammer)
BAB: +5

Hit Die: D12

Skills: 2+Int Mod
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledges: (History), (Geography), (Nobility and Royalty) (Int), Profession (Wis), Ride (Dex), Spot (Wis) and Swim (Str).

Level|BAB|FS|RS|WS|Special
1|+1|+2|+0|+0|Mighty Grip
2|+2|+3|+0|+0|Power Grip
3|+3|+3|+1|+1|Great Swing
4|+4|+4|+1|+1|Unyielding
5|+5|+4|+1|+1|Circular Throw
6|+6|+5|+2|+2|Strong Arm
7|+7|+5|+2|+2|Quake
8|+8|+6|+2|+2|Steel Soul
9|+9|+6|+3|+3|Deific Vengeance
10|+10|+7|+3|+3|Might of the Hammer
Mighty Grip: The Knight of the hammer is capable of wielding a hammer of any sort (for which he has the weapon focus feat) as though he were one size category larger.
Power Grip: The Knight of the Hammer applies double his strength bonus to any hammer (for which he has the weapon focus feat) when wielding it two handed. Alternatively, he applies time and a half his strength modifier when wielding a weapon one handed, and his full strength modifier to any hammer in his off-hand.
Great Swing: The Knight of the Hammer may now make one extra attack a round as a part of a full attack action at his highest attack bonus. This attack acts as a whirlwind attack. Alternatively the Knight may make a single attack using this ability. If the character wields two weapon he may perform this attack with both weapon at a -5 penalty.
Unyielding: The Knight of the Hammer may now make fortitude saves in place of will or reflex saves. Even if not normally allowed to do so.
Circular Throw: The knight may throw his hammer in an elliptical arc that goes 5' per level in this class. The character makes a single attack roll, this roll is then applies as an attack with the hammer against all enemies in the path of the thrown weapon. The weapon returns to the knight's hand immediately. Meaning this ability may be used to make multiple attacks in a single round.
Strong Arm: The Knight applies his strength score to all social skills as a bonus. The knight also gains the ability to wield weapons as though an additional size category larger.
Quake: The Knight of the hammer swings his weapon into the floor or ground. Causing a shockwave. All enemies must succeed on a reflex save of DC:10+character levels in this class+Strength Modifier.
Steel Soul: The Knight may now apply its strength modifier to it's fortitude saves as a bonus.
Deific Vengeance: Whenever an enemy successfully strikes the Knight in melee that enemy is immediately knocked back 10' and takes damage equal to the knight's strength bonus.
Might of the Hammer: The Knight now applies four times its strength modifier to damage with two handed hammers, double its strength modifier with one handed hammers, and time and a half its strength modifier with off-handed hammers. The Knight also counts as an additional size category larger for purposes of determining the maximum size of weapons it can wield.