Jormengand
2012-12-08, 06:52 PM
This is my homebrew defensive character class. Please make suggestions for balance and additional Honour Paths. (Three isn't enough!)
Honour Guard 0.3
Alignment: Any
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The Honour Guard's class skills are Bluff (Cha) Climb (Str), Craft (Int), Diplomacy (Cha) Handle Animal (Cha), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier.
An Honour Guard has the same age as a fighter.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Damage guard +1, Honour Path, Path Feat, The Mouth +1, Discipline of war
2nd|
+2|
+3|
+3|
+0|Look out!
3rd|
+3|
+3|
+3|
+1|Damage guard +2, The Mouth +2
4th|
+4|
+4|
+4|
+1|Armour guard +1, Multi-guard +1
5th|
+5|
+4|
+4|
+1|The Mouth +3
6th|
+6/+1|
+5|
+5|
+2|Damage guard +3, Path Feat
7th|
+7/+2|
+5|
+5|
+2|The Mouth +4
8th|
+8/+3|
+6|
+6|
+2|Armour guard +2, Multi-guard +2, Path Ability
9th|
+9/+4|
+6|
+6|
+3|Damage guard +4, The Mouth +5
10th|
+10/+5|
+7|
+7|
+3| Inspired Guard +2
11th|
+11/+6/+1|
+7|
+7|
+3|Path Feat, The Mouth +6
12th|
+12/+7/+2|
+8|
+8|
+4|Damage guard +5
13th|
+13/+8/+3|
+8|
+8|
+8|Path Ability, The Mouth +7
14th|
+14/+9/+4|
+9|
+9|
+4|Armour guard +3
15th|
+15/+10/+5|
+9|
+9|
+5|Damage guard +6, Inspired guard +4, The Mouth +8
16th|
+16/+11/+6/+1|
+10|
+10|
+5|Multi-guard +3, Path Feat
17th|
+17/+12/+7/+2|
+10|
+10|
+5|The Mouth +9
18th|
+18/+13/+8/+3|
+11|
+11|
+6|Damage guard +7, Path Ability.
19th|
+19/+14/+9/+4|
+11|
+11|
+6|Armour guard +4, The Mouth +10
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Multi-guard +4, Inspired guard +6, Doom Phalanx[/table]
An Honour Guard is proficient with all simple and martial weapons and all armour (light, medium and heavy) and shields (including tower shields).
Guard (Ex)
At first level the Honour Guard can guard a single target as a swift action. The target remains guarded by the Honour Guard until the Honour guard leaves 40ft+5ft/level range or stops guarding them to guard another target. The Honour Guard gains the following bonuses:
Damage Guard: at first level, the Honour Guard gains +1 to attack and damage rolls when making attacks of opportunity or readied attacks against a target making a hostile action against the guarded target. This bonus is increased by +1 at third, sixth, ninth, twelfth, fifteenth and eighteenth level.
Armour Guard: at fourth level the guarded target gains a +1 circumstance bonus to AC. This bonus is increased by +1 at ninth, fourteenth and nineteenth levels.
Multi-guard: at fourth level the Honour Guard can guard an additional target. They can guard another at eigth, another at sixteenth and another at twentieth level.
Inspired Guard: at tenth level the Honour Guard gains a +2 Morale bonus to Strength and Constitution while guarding a target. This becomes a +4 bonus at fifteenth and +6 at twentieth level.
If the Honour Guard is affected by a spell which causes him to act against his will, then he can never be made to un-guard a target nor perform hostile actions upon a guarded target.
Honour Path (Ex)
An Honour Guard chooses an Honour Path at first level. It cannot be changed thereafter. Each path grants a specific feat at first, sixth, eleventh and sixteenth levels, even if the Honour Guard does not normally meet the requirements for that feat - if an Honour Guard already has the bonus feat normally granted by their Path they instead gain another feat of their choice that they meet the prerequisites for. It also grants extra class features at eighth, thirteenth and eighteenth levels.
Path of the Archer:
Feats: Point blank shot, Rapid shot, Snap shot, Improved snap shot.
Stand and shoot: From eighth level onwards, the Honour Guard’s first attack of opportunity against a target charging him, or a guarded target, is resolved as though it were a full round attack action so long as he is wielding a ranged weapon. If he is allowed additional attacks of opportunity, even against a second charger, he takes them as normal.
Pinning shot: From thirteenth level onwards, an Honour Guard may attempt to make a pinning shot. This requires a full round action, and is made as a single attack with a ranged weapon. If the pinning shot hits, the target must take a reflex save with a DC equal to the total result of the roll to hit. If it is failed, the target cannot move next round except through the use of a five-foot step, and has a 50% arcane spell failure chance. The Honour guard may take a Pinning shot while standing and shooting, in which case the charger wastes his action and does nothing as well as being immobile next round and having arcane spell failure chance.
Suppressing fire: From eighteenth level the Honour Guard may use his full attack action as normal when making pinning shots, or make a single pinning shot as a standard action. If he does so, however, he inflicts no damage.
Path of the Halberdier:
Feats: Near and far, Combat reflexes, Cleave, Stand still.
Irresistible force: From eighth level onwards, when the Honour Guard makes an full-round attack action with a reach weapon, he may eschew his additional attacks in favour of a single attack which, if it hits, pushes the target back one square directly away from the Honour guard. This may push the enemy diagonally.
Immovable object: From thirteenth level onwards, the Honour guard can reach to an additional square with his reach weapon. He may also use combat reflexes to make multiple attacks of opportunity for the same move or charge action.
Inconceivable event: At eighteenth level, if a guarded target dies, then the Honour Guard may immediately charge the person who killed them. However, if he reaches the target his attacks are resolved as a full-round attack action. He then continues to act as normal in his next turn.
Path of the Antimagus
Feats: Iron Will, Improved Iron Will, any*, any*
*You must meet the prerequisites for these feats.
Antimagic Guard (Su): Guarded targets gain 6 + Honour Guard level spell resistance at eighth level, which does not stack with any spell resistance they alrady have, so long as the Honour Guard wields a shield.
Spellslayer (Su) At thirteenth level, if the Honour Guard damages a spellcaster, they immediately lose some of their spells. The number of spell levels lost is equal to half the damage dealt, rounded up. The highest possible spell slots are taken first. For example, if a wizard with 2 level 8 spells remaining takes 25 damage, he loses both level 8 spells, a level 7 spell and a level 2 spell. For prepared casters, these spells are determined randomly.
A manifester instead loses psi points equal to the damage dealt.
Reditomancer (Su): At eighteenth level, the Honour Guard can attempt to return the power of an opponent's spell by bouncing it off his shield. Of course, he must have a shield equipped to use this ability. When and only when a spell is cast, if the Honour Guard takes the effect of the spell, either under normal circumstances or due to Look Out!'s effect, the spell has a chance to be reflected.
The spell's caster and the Honour Guard take an opposed caster level check - the Honour Guard uses his Honour guard levels instead of his caster level - and if the Honour guard wins, the spell's caster is affected by the ability as well as the intended targets. Further, if an area of effect spell is used it affects an area over the caster. All other details of the spell remain as written.
No spell which is beneficial to the target may be reflected, and some other spells are unsuitable for reflection. Examples include Antimagic Field and Command.
This ability may be used against a psionic power in exactly the same way, using manifester level instead of caster levels.
The Mouth (Ex): at first level, and every odd level thereafter, the Honour Guard gains a +1 to intimidate, diplomacy, bluff and knowledge (nobility) checks. Also, these skills always count as trained for him.
Discipline of war (Ex):
The Honour Guard counts all levels in Honour Guard as levels in fighter whenever they are listed as a feat prerequisite.
Look out! (Ex):
The Honour Guard may leap into danger to protect a guarded ally within half the Honour Guard's movement range as an immediate action in response to any spell or attack which specifies a target or area and must physically travel there, even a melee attack. The Honour Guard makes an attack roll with a DC equal to the result attack roll that was made to hit the target. If no attack roll is required, a ranged attack roll is made to provide the DC.
If the Honour Guard succeeds, the Honour Guard takes all the effects of the spell or attack. If he succeeds by 10 or more, neither he nor the target take the effects.
Doom Phalanx (Ex):
At twentieth level, the Honour Guard’s expertise is so high that he can turn his allies into a small defence network. All the targets of guard count themselves to be guarding each other and the Honour Guard, but the bonuses for being guarded do not stack.
Honour Guard 0.2
Alignment: Any
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The Honour Guard's class skills are Bluff (Cha) Climb (Str), Craft (Int), Diplomacy (Cha) Handle Animal (Cha), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (nobility) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier.
An Honour Guard has the same age as a fighter.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0|Damage guard +1, Honour Path, Path Feat, The Mouth +1
2nd|
+1|
+3|
+3|
+0|
3rd|
+2|
+3|
+3|
+1|Damage guard +2, The Mouth +2
4th|
+3|
+4|
+4|
+1|Armour guard +1
5th|
+3|
+4|
+4|
+1|The Mouth +3
6th|
+4|
+5|
+5|
+2|Damage guard +3, Path Feat
7th|
+5|
+5|
+5|
+2|The Mouth +4
8th|
+6/1|
+6|
+6|
+2|Armour guard +2, Multi-guard +1, Path Ability
9th|
+6/1|
+6|
+6|
+3|Damage guard +4, The Mouth +5
10th|
+7/2|
+7|
+7|
+3| Inspired Guard +2
11th|
+8/3|
+7|
+7|
+3|Path Feat, The Mouth +6
12th|
+9/4|
+8|
+8|
+4|Damage guard +5
13th|
+9/4|
+8|
+8|
+8|Path Ability, The Mouth +7
14th|
+10/5|
+9|
+9|
+4|Armour guard +3
15th|
+11/6/1|
+9|
+9|
+5|Damage guard +6, Inspired guard +4, The Mouth +8
16th|
+12/7/2|
+10|
+10|
+5|Multi-guard +2, Path Feat
17th|
+12/7/2|
+10|
+10|
+5|The Mouth +9
18th|
+13/8/3|
+11|
+11|
+6|Damage guard +7, Path Ability.
19th|
+14/9/4|
+11|
+11|
+6|Armour guard +4, The Mouth +10
20th|
+15/10/5|
+12|
+12|
+6|Multi-guard +3, Inspired guard +6, Doom Phalanx[/table]
An Honour Guard is proficient with all simple and martial weapons and all armour (light, medium and heavy) and shields (including tower shields).
Guard (Ex)
At first level the Honour Guard can guard a single target as a swift action. The target remains guarded by the Honour Guard until the Honour guard leaves short range (40ft+5ft/level) or stops guarding them to guard another target. The Honour Guard gains the following bonuses:
Damage Guard: at first level, the Honour Guard gains +1 to attack and damage rolls when making attacks of opportunity or readied attacks against a target making a hostile action against the guarded target. This bonus is increased by +1 at third, sixth, ninth, twelfth, fifteenth and eighteenth level.
Armour Guard: at fourth level the guarded target gains a +1 circumstance bonus to AC. This bonus is increased by +1 at ninth, fourteenth and nineteenth levels.
Multi-guard: at eighth level the Honour Guard can guard an additional target. They can guard another at sixteenth and another at twentieth level.
Inspired Guard: at tenth level the Honour Guard gains a +2 Morale bonus to Strength and Constitution while guarding a target. This becomes a +4 bonus at fifteenth and +6 at twentieth level.
Honour Path (Ex)
An Honour Guard chooses an Honour Path at first level. It cannot be changed thereafter. Each path grants a specific feat at first, sixth, eleventh and sixteenth levels, even if the Honour Guard does not normally meet the requirements for that feat - alternatively, it grants the Honour Guard a new feat if they have one already. It also grants extra class features at eighth, thirteenth and eighteenth levels.
Path of the Archer:
Feats: Point blank shot, Rapid shot, Snap shot, Improved snap shot.
Stand and shoot: From eighth level onwards, the Honour Guard’s first attack of opportunity against a target charging him, or a guarded target, is resolved as though it were a full round attack action so long as he is wielding a ranged weapon. If he is allowed additional attacks of opportunity, even against a second charger, he takes them as normal.
Pinning shot: From thirteenth level onwards, an Honour Guard may attempt to make a pinning shot. This requires a full round action, and is made as a single attack with a ranged weapon. If the pinning shot hits, the target must take a reflex save with a DC equal to the total result of the roll to hit. If it is failed, the target cannot move next round except through the use of a five-foot step, and has a 50% arcane spell failure chance. The Honour guard may take a Pinning shot while standing and shooting, in which case the charger wastes his action and does nothing as well as being immobile next round and having arcane spell failure chance.
Suppressing fire: From eighteenth level the Honour Guard may use his full attack action as normal when making pinning shots, or make a single pinning shot as a standard action. If he does so, however, he inflicts no damage.
Path of the Halberdier:
Feats: Near and far, Combat reflexes, Cleave, Stand still.
Irresistible force: From eighth level onwards, when the Honour Guard makes an full-round attack action with a reach weapon, he may eschew his additional attacks in favour of a single attack which, if it hits, pushes the target back one square directly away from the Honour guard. This may push the enemy diagonally.
Immovable object: From thirteenth level onwards, the Honour guard can reach to an additional square with his reach weapon. He may also use combat reflexes to make multiple attacks of opportunity for the same move or charge action.
Inconceivable event: If a guarded target dies, then the Honour Guard can immediately charge the person who killed them. However, if he reaches the target his attacks are resolved as a full-round attack action. He then continues to act as normal in his next turn.
The Mouth (Ex): at first level, and every odd level thereafter, the Honour Guard gains a +1 to intimidate, diplomacy, bluff and knowledge (nobility) checks. Also, these skills always count as trained for him.
Doom Phalanx (Ex)
At twentieth level, the Honour Guard’s expertise is so high that he can turn his allies into a small defence network. All the targets of guard count themselves to be guarding each other and the Honour Guard, as well as the being guarded once (so they only get a +4 bonus to AC, strength and constitution but they get the attack and damage bonuses for all their allies).
Honour Guard 0.1
An Honour Guard has the same starting wealth, hit die, alignment, age and class skills as a fighter.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0|Damage guard +1, Honour Path, Path Feat
2nd|
+1|
+3|
+3|
+0|
3rd|
+2|
+3|
+3|
+1|Damage guard +2
4th|
+3|
+4|
+4|
+1|Armour guard +1
5th|
+3|
+4|
+4|
+1|
6th|
+4|
+5|
+5|
+2|Damage guard +3, Path Feat
7th|
+5|
+5|
+5|
+2|
8th|
+6/1|
+6|
+6|
+2|Armour guard +2, Multi-guard +1, Path Ability
9th|
+6/1|
+6|
+6|
+3|Damage guard +4
10th|
+7/2|
+7|
+7|
+3|
11th|
+8/3|
+7|
+7|
+3|Path Feat.
12th|
+9/4|
+8|
+8|
+4|Damage guard +5
13th|
+9/4|
+8|
+8|
+8|Path Ability
14th|
+10/5|
+9|
+9|
+4|Armour guard +3
15th|
+11/6/1|
+9|
+9|
+5|Damage guard +6, Inspired guard +2
16th|
+12/7/2|
+10|
+10|
+5|Multi-guard +2, Path Feat
17th|
+12/7/2|
+10|
+10|
+5|
18th|
+13/8/3|
+11|
+11|
+6|Damage guard +7, Path Ability.
19th|
+14/9/4|
+11|
+11|
+6|Armour guard +4
20th|
+15/10/5|
+12|
+12|
+6|Multi-guard +3, Inspired guard +4, Doom Phalanx[/table]
An Honour Guard is proficient with all simple and martial weapons and all armour (light, medium and heavy) and shields (including tower shields).
Guard (Ex)
At first level the Honour Guard can guard a single target as a swift action. The target remains guarded by the Honour Guard until the Honour guard leaves short range (40ft+5ft/level) or stops guarding them to guard another target. The Honour Guard gains the following bonuses:
Damage Guard: at first level, the Honour Guard gains +1 to attack and damage rolls when making attacks of opportunity or readied attacks against a target making a hostile action against the guarded target. This bonus is increased by +1 at third, sixth, ninth, twelfth, fifteenth and eighteenth level.
Armour Guard: at fourth level the guarded target gains a +1 morale bonus to AC. This bonus is increased by +1 at ninth, fourteenth and nineteenth levels.
Multi-guard: at eighth level the Honour Guard can guard an additional target. They can guard another at sixteenth and another at twentieth level.
Inspired Guard: at fifteenth level the Honour Guard gains a +2 Morale bonus to Strength and Constitution while guarding a target. This becomes a +4 bonus at twentieth level.
Honour Path (Ex)
An Honour Guard chooses an Honour Path at first level. It cannot be changed thereafter. Each path grants a specific feat at first, sixth, eleventh and sixteenth levels, even if the Honour Guard does not normally meet the requirements for that feat - alternatively, it grants the Honour Guard a new feat if they have one already. It also grants extra class features at eighth, thirteenth and eighteenth levels.
Path of the Archer:
Feats: Point blank shot, Rapid shot, Snap shot, Improved snap shot.
Stand and shoot: From eighth level onwards, the Honour Guard’s first attack of opportunity against a target charging him, or a guarded target, is resolved as though it were a full round attack action so long as he is wielding a ranged weapon. If he is allowed additional attacks of opportunity, even against a second charger, he takes them as normal.
Pinning shot: From thirteenth level onwards, an Honour Guard may attempt to make a pinning shot. This requires a full round action, and is made as a single attack with a ranged weapon. If the pinning shot hits, the target must take a reflex save with a DC equal to the total result of the roll to hit. If it is failed, the target cannot move next round except through the use of a five-foot step, and has a 50% arcane spell failure chance. The Honour guard may take a Pinning shot while standing and shooting, in which case the charger wastes his action and does nothing as well as being immobile next round and having arcane spell failure chance.
Suppressing fire: From eighteenth level the Honour Guard may use his full attack action as normal when making pinning shots, or make a single pinning shot as a standard action. If he does so, however, he inflicts no damage.
Path of the Halberdier:
Feats: Near and far, Combat reflexes, Cleave, Stand still.
Irresistible force: From eighth level onwards, when the Honour Guard makes an full-round attack action with a reach weapon, he may eschew his additional attacks in favour of a single attack which, if it hits, pushes the target back one square directly away from the Honour guard. This may push the enemy diagonally.
Immovable object: From thirteenth level onwards, the Honour guard can reach to an additional square with his reach weapon. He may also use combat reflexes to make multiple attacks of opportunity for the same move or charge action.
Inconceivable event: If a guarded target dies, then the Honour Guard can immediately charge the person who killed them. However, if he reaches the target his attacks are resolved as a full-round attack action. He then continues to act as normal in his next turn.
Doom Phalanx (Ex)
At twentieth level, the Honour Guard’s expertise is so high that he can turn his allies into a small defence network. All the targets of guard count themselves to be guarding each other and the Honour Guard, as well as the being guarded once (so they only get a +4 bonus to AC, strength and constitution but they get the attack and damage bonuses for all their allies).
Edits:
0.1
Changed guard so that it's clearer and isn't just loads of As and Bs in the table.
0.2
Added The Mouth ability.
Started the Inspired Guard progression at lv 10.
0.3
Perception is a class skill.
Added Look Out! ability.
Fixed guard, which stated that its range progression was short, which it is not and never has been. The range itself has not been changed.
Changed the multi-guard progression.
Reworded stuff about bonus feats you already have.
Protected minorly against being controlled.
Cut out stuff on Doom Phalanx which was overcomplicating it.
Added Path of the Antimagus.
Filled BAB from 3/4.
Honour Guard 0.3
Alignment: Any
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The Honour Guard's class skills are Bluff (Cha) Climb (Str), Craft (Int), Diplomacy (Cha) Handle Animal (Cha), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier.
An Honour Guard has the same age as a fighter.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Damage guard +1, Honour Path, Path Feat, The Mouth +1, Discipline of war
2nd|
+2|
+3|
+3|
+0|Look out!
3rd|
+3|
+3|
+3|
+1|Damage guard +2, The Mouth +2
4th|
+4|
+4|
+4|
+1|Armour guard +1, Multi-guard +1
5th|
+5|
+4|
+4|
+1|The Mouth +3
6th|
+6/+1|
+5|
+5|
+2|Damage guard +3, Path Feat
7th|
+7/+2|
+5|
+5|
+2|The Mouth +4
8th|
+8/+3|
+6|
+6|
+2|Armour guard +2, Multi-guard +2, Path Ability
9th|
+9/+4|
+6|
+6|
+3|Damage guard +4, The Mouth +5
10th|
+10/+5|
+7|
+7|
+3| Inspired Guard +2
11th|
+11/+6/+1|
+7|
+7|
+3|Path Feat, The Mouth +6
12th|
+12/+7/+2|
+8|
+8|
+4|Damage guard +5
13th|
+13/+8/+3|
+8|
+8|
+8|Path Ability, The Mouth +7
14th|
+14/+9/+4|
+9|
+9|
+4|Armour guard +3
15th|
+15/+10/+5|
+9|
+9|
+5|Damage guard +6, Inspired guard +4, The Mouth +8
16th|
+16/+11/+6/+1|
+10|
+10|
+5|Multi-guard +3, Path Feat
17th|
+17/+12/+7/+2|
+10|
+10|
+5|The Mouth +9
18th|
+18/+13/+8/+3|
+11|
+11|
+6|Damage guard +7, Path Ability.
19th|
+19/+14/+9/+4|
+11|
+11|
+6|Armour guard +4, The Mouth +10
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Multi-guard +4, Inspired guard +6, Doom Phalanx[/table]
An Honour Guard is proficient with all simple and martial weapons and all armour (light, medium and heavy) and shields (including tower shields).
Guard (Ex)
At first level the Honour Guard can guard a single target as a swift action. The target remains guarded by the Honour Guard until the Honour guard leaves 40ft+5ft/level range or stops guarding them to guard another target. The Honour Guard gains the following bonuses:
Damage Guard: at first level, the Honour Guard gains +1 to attack and damage rolls when making attacks of opportunity or readied attacks against a target making a hostile action against the guarded target. This bonus is increased by +1 at third, sixth, ninth, twelfth, fifteenth and eighteenth level.
Armour Guard: at fourth level the guarded target gains a +1 circumstance bonus to AC. This bonus is increased by +1 at ninth, fourteenth and nineteenth levels.
Multi-guard: at fourth level the Honour Guard can guard an additional target. They can guard another at eigth, another at sixteenth and another at twentieth level.
Inspired Guard: at tenth level the Honour Guard gains a +2 Morale bonus to Strength and Constitution while guarding a target. This becomes a +4 bonus at fifteenth and +6 at twentieth level.
If the Honour Guard is affected by a spell which causes him to act against his will, then he can never be made to un-guard a target nor perform hostile actions upon a guarded target.
Honour Path (Ex)
An Honour Guard chooses an Honour Path at first level. It cannot be changed thereafter. Each path grants a specific feat at first, sixth, eleventh and sixteenth levels, even if the Honour Guard does not normally meet the requirements for that feat - if an Honour Guard already has the bonus feat normally granted by their Path they instead gain another feat of their choice that they meet the prerequisites for. It also grants extra class features at eighth, thirteenth and eighteenth levels.
Path of the Archer:
Feats: Point blank shot, Rapid shot, Snap shot, Improved snap shot.
Stand and shoot: From eighth level onwards, the Honour Guard’s first attack of opportunity against a target charging him, or a guarded target, is resolved as though it were a full round attack action so long as he is wielding a ranged weapon. If he is allowed additional attacks of opportunity, even against a second charger, he takes them as normal.
Pinning shot: From thirteenth level onwards, an Honour Guard may attempt to make a pinning shot. This requires a full round action, and is made as a single attack with a ranged weapon. If the pinning shot hits, the target must take a reflex save with a DC equal to the total result of the roll to hit. If it is failed, the target cannot move next round except through the use of a five-foot step, and has a 50% arcane spell failure chance. The Honour guard may take a Pinning shot while standing and shooting, in which case the charger wastes his action and does nothing as well as being immobile next round and having arcane spell failure chance.
Suppressing fire: From eighteenth level the Honour Guard may use his full attack action as normal when making pinning shots, or make a single pinning shot as a standard action. If he does so, however, he inflicts no damage.
Path of the Halberdier:
Feats: Near and far, Combat reflexes, Cleave, Stand still.
Irresistible force: From eighth level onwards, when the Honour Guard makes an full-round attack action with a reach weapon, he may eschew his additional attacks in favour of a single attack which, if it hits, pushes the target back one square directly away from the Honour guard. This may push the enemy diagonally.
Immovable object: From thirteenth level onwards, the Honour guard can reach to an additional square with his reach weapon. He may also use combat reflexes to make multiple attacks of opportunity for the same move or charge action.
Inconceivable event: At eighteenth level, if a guarded target dies, then the Honour Guard may immediately charge the person who killed them. However, if he reaches the target his attacks are resolved as a full-round attack action. He then continues to act as normal in his next turn.
Path of the Antimagus
Feats: Iron Will, Improved Iron Will, any*, any*
*You must meet the prerequisites for these feats.
Antimagic Guard (Su): Guarded targets gain 6 + Honour Guard level spell resistance at eighth level, which does not stack with any spell resistance they alrady have, so long as the Honour Guard wields a shield.
Spellslayer (Su) At thirteenth level, if the Honour Guard damages a spellcaster, they immediately lose some of their spells. The number of spell levels lost is equal to half the damage dealt, rounded up. The highest possible spell slots are taken first. For example, if a wizard with 2 level 8 spells remaining takes 25 damage, he loses both level 8 spells, a level 7 spell and a level 2 spell. For prepared casters, these spells are determined randomly.
A manifester instead loses psi points equal to the damage dealt.
Reditomancer (Su): At eighteenth level, the Honour Guard can attempt to return the power of an opponent's spell by bouncing it off his shield. Of course, he must have a shield equipped to use this ability. When and only when a spell is cast, if the Honour Guard takes the effect of the spell, either under normal circumstances or due to Look Out!'s effect, the spell has a chance to be reflected.
The spell's caster and the Honour Guard take an opposed caster level check - the Honour Guard uses his Honour guard levels instead of his caster level - and if the Honour guard wins, the spell's caster is affected by the ability as well as the intended targets. Further, if an area of effect spell is used it affects an area over the caster. All other details of the spell remain as written.
No spell which is beneficial to the target may be reflected, and some other spells are unsuitable for reflection. Examples include Antimagic Field and Command.
This ability may be used against a psionic power in exactly the same way, using manifester level instead of caster levels.
The Mouth (Ex): at first level, and every odd level thereafter, the Honour Guard gains a +1 to intimidate, diplomacy, bluff and knowledge (nobility) checks. Also, these skills always count as trained for him.
Discipline of war (Ex):
The Honour Guard counts all levels in Honour Guard as levels in fighter whenever they are listed as a feat prerequisite.
Look out! (Ex):
The Honour Guard may leap into danger to protect a guarded ally within half the Honour Guard's movement range as an immediate action in response to any spell or attack which specifies a target or area and must physically travel there, even a melee attack. The Honour Guard makes an attack roll with a DC equal to the result attack roll that was made to hit the target. If no attack roll is required, a ranged attack roll is made to provide the DC.
If the Honour Guard succeeds, the Honour Guard takes all the effects of the spell or attack. If he succeeds by 10 or more, neither he nor the target take the effects.
Doom Phalanx (Ex):
At twentieth level, the Honour Guard’s expertise is so high that he can turn his allies into a small defence network. All the targets of guard count themselves to be guarding each other and the Honour Guard, but the bonuses for being guarded do not stack.
Honour Guard 0.2
Alignment: Any
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The Honour Guard's class skills are Bluff (Cha) Climb (Str), Craft (Int), Diplomacy (Cha) Handle Animal (Cha), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (nobility) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier.
An Honour Guard has the same age as a fighter.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0|Damage guard +1, Honour Path, Path Feat, The Mouth +1
2nd|
+1|
+3|
+3|
+0|
3rd|
+2|
+3|
+3|
+1|Damage guard +2, The Mouth +2
4th|
+3|
+4|
+4|
+1|Armour guard +1
5th|
+3|
+4|
+4|
+1|The Mouth +3
6th|
+4|
+5|
+5|
+2|Damage guard +3, Path Feat
7th|
+5|
+5|
+5|
+2|The Mouth +4
8th|
+6/1|
+6|
+6|
+2|Armour guard +2, Multi-guard +1, Path Ability
9th|
+6/1|
+6|
+6|
+3|Damage guard +4, The Mouth +5
10th|
+7/2|
+7|
+7|
+3| Inspired Guard +2
11th|
+8/3|
+7|
+7|
+3|Path Feat, The Mouth +6
12th|
+9/4|
+8|
+8|
+4|Damage guard +5
13th|
+9/4|
+8|
+8|
+8|Path Ability, The Mouth +7
14th|
+10/5|
+9|
+9|
+4|Armour guard +3
15th|
+11/6/1|
+9|
+9|
+5|Damage guard +6, Inspired guard +4, The Mouth +8
16th|
+12/7/2|
+10|
+10|
+5|Multi-guard +2, Path Feat
17th|
+12/7/2|
+10|
+10|
+5|The Mouth +9
18th|
+13/8/3|
+11|
+11|
+6|Damage guard +7, Path Ability.
19th|
+14/9/4|
+11|
+11|
+6|Armour guard +4, The Mouth +10
20th|
+15/10/5|
+12|
+12|
+6|Multi-guard +3, Inspired guard +6, Doom Phalanx[/table]
An Honour Guard is proficient with all simple and martial weapons and all armour (light, medium and heavy) and shields (including tower shields).
Guard (Ex)
At first level the Honour Guard can guard a single target as a swift action. The target remains guarded by the Honour Guard until the Honour guard leaves short range (40ft+5ft/level) or stops guarding them to guard another target. The Honour Guard gains the following bonuses:
Damage Guard: at first level, the Honour Guard gains +1 to attack and damage rolls when making attacks of opportunity or readied attacks against a target making a hostile action against the guarded target. This bonus is increased by +1 at third, sixth, ninth, twelfth, fifteenth and eighteenth level.
Armour Guard: at fourth level the guarded target gains a +1 circumstance bonus to AC. This bonus is increased by +1 at ninth, fourteenth and nineteenth levels.
Multi-guard: at eighth level the Honour Guard can guard an additional target. They can guard another at sixteenth and another at twentieth level.
Inspired Guard: at tenth level the Honour Guard gains a +2 Morale bonus to Strength and Constitution while guarding a target. This becomes a +4 bonus at fifteenth and +6 at twentieth level.
Honour Path (Ex)
An Honour Guard chooses an Honour Path at first level. It cannot be changed thereafter. Each path grants a specific feat at first, sixth, eleventh and sixteenth levels, even if the Honour Guard does not normally meet the requirements for that feat - alternatively, it grants the Honour Guard a new feat if they have one already. It also grants extra class features at eighth, thirteenth and eighteenth levels.
Path of the Archer:
Feats: Point blank shot, Rapid shot, Snap shot, Improved snap shot.
Stand and shoot: From eighth level onwards, the Honour Guard’s first attack of opportunity against a target charging him, or a guarded target, is resolved as though it were a full round attack action so long as he is wielding a ranged weapon. If he is allowed additional attacks of opportunity, even against a second charger, he takes them as normal.
Pinning shot: From thirteenth level onwards, an Honour Guard may attempt to make a pinning shot. This requires a full round action, and is made as a single attack with a ranged weapon. If the pinning shot hits, the target must take a reflex save with a DC equal to the total result of the roll to hit. If it is failed, the target cannot move next round except through the use of a five-foot step, and has a 50% arcane spell failure chance. The Honour guard may take a Pinning shot while standing and shooting, in which case the charger wastes his action and does nothing as well as being immobile next round and having arcane spell failure chance.
Suppressing fire: From eighteenth level the Honour Guard may use his full attack action as normal when making pinning shots, or make a single pinning shot as a standard action. If he does so, however, he inflicts no damage.
Path of the Halberdier:
Feats: Near and far, Combat reflexes, Cleave, Stand still.
Irresistible force: From eighth level onwards, when the Honour Guard makes an full-round attack action with a reach weapon, he may eschew his additional attacks in favour of a single attack which, if it hits, pushes the target back one square directly away from the Honour guard. This may push the enemy diagonally.
Immovable object: From thirteenth level onwards, the Honour guard can reach to an additional square with his reach weapon. He may also use combat reflexes to make multiple attacks of opportunity for the same move or charge action.
Inconceivable event: If a guarded target dies, then the Honour Guard can immediately charge the person who killed them. However, if he reaches the target his attacks are resolved as a full-round attack action. He then continues to act as normal in his next turn.
The Mouth (Ex): at first level, and every odd level thereafter, the Honour Guard gains a +1 to intimidate, diplomacy, bluff and knowledge (nobility) checks. Also, these skills always count as trained for him.
Doom Phalanx (Ex)
At twentieth level, the Honour Guard’s expertise is so high that he can turn his allies into a small defence network. All the targets of guard count themselves to be guarding each other and the Honour Guard, as well as the being guarded once (so they only get a +4 bonus to AC, strength and constitution but they get the attack and damage bonuses for all their allies).
Honour Guard 0.1
An Honour Guard has the same starting wealth, hit die, alignment, age and class skills as a fighter.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0|Damage guard +1, Honour Path, Path Feat
2nd|
+1|
+3|
+3|
+0|
3rd|
+2|
+3|
+3|
+1|Damage guard +2
4th|
+3|
+4|
+4|
+1|Armour guard +1
5th|
+3|
+4|
+4|
+1|
6th|
+4|
+5|
+5|
+2|Damage guard +3, Path Feat
7th|
+5|
+5|
+5|
+2|
8th|
+6/1|
+6|
+6|
+2|Armour guard +2, Multi-guard +1, Path Ability
9th|
+6/1|
+6|
+6|
+3|Damage guard +4
10th|
+7/2|
+7|
+7|
+3|
11th|
+8/3|
+7|
+7|
+3|Path Feat.
12th|
+9/4|
+8|
+8|
+4|Damage guard +5
13th|
+9/4|
+8|
+8|
+8|Path Ability
14th|
+10/5|
+9|
+9|
+4|Armour guard +3
15th|
+11/6/1|
+9|
+9|
+5|Damage guard +6, Inspired guard +2
16th|
+12/7/2|
+10|
+10|
+5|Multi-guard +2, Path Feat
17th|
+12/7/2|
+10|
+10|
+5|
18th|
+13/8/3|
+11|
+11|
+6|Damage guard +7, Path Ability.
19th|
+14/9/4|
+11|
+11|
+6|Armour guard +4
20th|
+15/10/5|
+12|
+12|
+6|Multi-guard +3, Inspired guard +4, Doom Phalanx[/table]
An Honour Guard is proficient with all simple and martial weapons and all armour (light, medium and heavy) and shields (including tower shields).
Guard (Ex)
At first level the Honour Guard can guard a single target as a swift action. The target remains guarded by the Honour Guard until the Honour guard leaves short range (40ft+5ft/level) or stops guarding them to guard another target. The Honour Guard gains the following bonuses:
Damage Guard: at first level, the Honour Guard gains +1 to attack and damage rolls when making attacks of opportunity or readied attacks against a target making a hostile action against the guarded target. This bonus is increased by +1 at third, sixth, ninth, twelfth, fifteenth and eighteenth level.
Armour Guard: at fourth level the guarded target gains a +1 morale bonus to AC. This bonus is increased by +1 at ninth, fourteenth and nineteenth levels.
Multi-guard: at eighth level the Honour Guard can guard an additional target. They can guard another at sixteenth and another at twentieth level.
Inspired Guard: at fifteenth level the Honour Guard gains a +2 Morale bonus to Strength and Constitution while guarding a target. This becomes a +4 bonus at twentieth level.
Honour Path (Ex)
An Honour Guard chooses an Honour Path at first level. It cannot be changed thereafter. Each path grants a specific feat at first, sixth, eleventh and sixteenth levels, even if the Honour Guard does not normally meet the requirements for that feat - alternatively, it grants the Honour Guard a new feat if they have one already. It also grants extra class features at eighth, thirteenth and eighteenth levels.
Path of the Archer:
Feats: Point blank shot, Rapid shot, Snap shot, Improved snap shot.
Stand and shoot: From eighth level onwards, the Honour Guard’s first attack of opportunity against a target charging him, or a guarded target, is resolved as though it were a full round attack action so long as he is wielding a ranged weapon. If he is allowed additional attacks of opportunity, even against a second charger, he takes them as normal.
Pinning shot: From thirteenth level onwards, an Honour Guard may attempt to make a pinning shot. This requires a full round action, and is made as a single attack with a ranged weapon. If the pinning shot hits, the target must take a reflex save with a DC equal to the total result of the roll to hit. If it is failed, the target cannot move next round except through the use of a five-foot step, and has a 50% arcane spell failure chance. The Honour guard may take a Pinning shot while standing and shooting, in which case the charger wastes his action and does nothing as well as being immobile next round and having arcane spell failure chance.
Suppressing fire: From eighteenth level the Honour Guard may use his full attack action as normal when making pinning shots, or make a single pinning shot as a standard action. If he does so, however, he inflicts no damage.
Path of the Halberdier:
Feats: Near and far, Combat reflexes, Cleave, Stand still.
Irresistible force: From eighth level onwards, when the Honour Guard makes an full-round attack action with a reach weapon, he may eschew his additional attacks in favour of a single attack which, if it hits, pushes the target back one square directly away from the Honour guard. This may push the enemy diagonally.
Immovable object: From thirteenth level onwards, the Honour guard can reach to an additional square with his reach weapon. He may also use combat reflexes to make multiple attacks of opportunity for the same move or charge action.
Inconceivable event: If a guarded target dies, then the Honour Guard can immediately charge the person who killed them. However, if he reaches the target his attacks are resolved as a full-round attack action. He then continues to act as normal in his next turn.
Doom Phalanx (Ex)
At twentieth level, the Honour Guard’s expertise is so high that he can turn his allies into a small defence network. All the targets of guard count themselves to be guarding each other and the Honour Guard, as well as the being guarded once (so they only get a +4 bonus to AC, strength and constitution but they get the attack and damage bonuses for all their allies).
Edits:
0.1
Changed guard so that it's clearer and isn't just loads of As and Bs in the table.
0.2
Added The Mouth ability.
Started the Inspired Guard progression at lv 10.
0.3
Perception is a class skill.
Added Look Out! ability.
Fixed guard, which stated that its range progression was short, which it is not and never has been. The range itself has not been changed.
Changed the multi-guard progression.
Reworded stuff about bonus feats you already have.
Protected minorly against being controlled.
Cut out stuff on Doom Phalanx which was overcomplicating it.
Added Path of the Antimagus.
Filled BAB from 3/4.