D4rtagnan
2013-02-27, 08:02 PM
Alright a little information before we go on. This class is a re-design of a homebrewed class my GM made. The original class can be found here (http://www.giantitp.com/forums/showthread.php?p=14769330#post14769330). He has agreed to let me try to balance the class a little more. I am planning on making a sister class to this one, which will be a divine caster. I have tried to keep a couple of the abilities the same...relatively so, while working with what lore I know about the Red Guard and their Goddess. I will post a link to the divine caster class once I complete it.
http://i50.photobucket.com/albums/f309/King_Of_Runes/Guys/Alex%20hit%20list/Siegfried2_by_el_grimlock.jpg
Requirements
BAB: +5
Skills: Concentration or Knowledge Religion Rank 10
Feats: Toughness, Improved Toughness, Endurance, Die Hard
Maneuvers: Must know two maneuvers and one stance from either Devoted Spirit or Diamond Mind.
Special: Must be initiated into the Order of the Red Guards
The Red Guard
Hit Die: d10
Class Skills: The Red Guard class skills are Balance, Climb, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge (Architecture and Engineering), Knowledge (History), Knowledge (Nobility and Royalty), Listen, Martial Lore, Profession, Ride, Spot, Swim, Tumble.
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.
{table=head]Level |Base Attack Bonus |Fort Save |Ref Save |Will Save |Special |Maneuvers Known|Maneuvers Readied
1st |+1 |+2 |+0 |+0 |Anointed Armor, The Red Ladies Watchful Eye |1|0|
2nd |+2 |+3 |+0 |+0 |Ready for Action|0|0|
3rd |+3 |+3 |+1 |+1 |Blood on the Armor |1|1|
4th |+4 |+4 |+1 |+1 |-|0|0|
5th |+5 |+4 |+1 |+1 |Anointed Armor, Greater|1|0|
6th |+6/+1 |+5 |+2 |+2 |Anointed Weapon|0|1|
7th |+7/+2 |+5 |+2 |+2 |Blood on the Sword|1|0|
8th |+8/+3 |+6 |+2 |+2 |- |0|0|
9th |+9/+4 |+6 |+3 |+3 | Mind Thorns, Devote Protector |1|1|
10th |+10/+5 |+7 |+3 |+3 |Grace of the Goddess, Blood in the Body|0|0|
[/table]
Maneuvers: You may add a known maneuver to your maneuver known list from the Devoted Spirit, Diamond Mind, Shadow Hand or White Raven school ever odd level. You must meet the maneuver pre-requisite to be able to add it. You may add your full Red Guard level to determine your imitator level. Every 3rd level you gain an additional maneuver readied per day.
Vow of Blood- A Red Guard, like a Paladin or Guard has a rigid code of conduct they must obey. (This will be filled out later, once I get the details from my DM)
Anointed Armor (Sp)- A Red Guard and his armor hold a special connection with each other. When a Red Guard takes his vow, he anoints his armor. This process takes three days and costs 120 xp. The result is the armor becoming like a second skin to him. The armor check penalty for Anointed Armor is reduce by three. The maximum Dexterity bonus is increased by 2 and the armor is considered one category lighter.
The Red Ladies Watchful Eye(Ex) -The Red Ladies have vowed to protect those of Red order. To this extent they must always be on guard. The Red Lady divine magic has left them preternaturally aware of there surroundings. A red Guard has a morale bonus to listen, spot and sense motive checks equal to twice their class level.
Ready for Action (Su)- A ready Guard must be always ready to head the Red Ladies call. You never becomes fatigued or exhausted, and you don't need to sleep, trance, or otherwise rest your body to remain in fighting condition. You gain immunity to magical sleep effects.
Blood on the Armor (Stance)- At level three you began to form a connection with your own blood. When you are in a Devoted Spirit or Diamond Mind stance you can forgo your regular benefits as a swift action and gain the effects of Blood on the Armor. These benefits last as long as you are in the stance. You can stop using Blood on the Armor and regain the normal benefits of the stance as a swift action.
While in this stance you gain a +1 bonus to your AC for every 10 points of hp you are missing. This bonus doubles if you are missing more then 50% of your health. In addition you gain spell resistance of 25 as long as you maintain the stance. At level 10 this spell resistance goes up 30 spell resistance.
Anointed Armor, Greater (Su)- A Red Guard gains an untyped bonus to there armor equal to there con modifier will wearing there anointed armor.
Anointed Weapon (Su)- A Red Guard at level 6th can anoint their chosen weapon. To do this, a Red Guard must complete a 7 day ritual and pay 640 xp. This effect cause living target to bleed 2 damage for 5 rounds when hit with an attack. A heal check of DC 15 or any effect that cause the target to regain hit points stops the bleeding. This damage is cumulative and stacks with the Implacable enchantment or other effects that cause a target to bleed effect. In addition the weapon now deals and extra +2 con damage when it critical hits.
Blood on the Sword (Stance)- At level 7th you're connection with your own blood grows even more stronger. When you are in a Devoted Spirit or Diamond Mind stance you can forgo your regular benefits as a swift action and gain the effects of Blood on the Sword. These benefits last as long as you are in the stance. You can stop using Blood on the Sword and regain the normal benefits of the stance as a swift action.
While in this stance you gain any extra attack at your highest attack modifier for each ten points you have in your constitution score. For example if you have a score of 28 you get two extra attacks. In addition if you have the power attack feat. You have the option to willingly take lethal damage when making a power attack, in place of the two hit penalty normally assosiated with the feat. This damage must be more then -5hp and can no be healed while in this stance.
Mind Thorns (Su)-The Divine Goddess protects her guardians, just as you her priest. At level 9th if you are targeted by a mind affecting ability the caster must make a concentration check DC (10+class level+con modifier). If the caster fails the spell is negated and they are Nauseated for 1d4 rounds. If they pass the DC the ability/spell goes of as normal.
Devote Protector (Su)-A Red Guard true duty is to that of his charge. Typically a priest. As such a Red Guard can choose to make a blood bound as swift action with a targeted individual with in 15ft of him. As long as the individual stays in the 60ft radius, and the red Guard choose to maintain the bound any damage the individual takes can be split 50/50 between the individual and the Red Guard. This does not however include ability damage or ability drain.
Grace of the Goddess (Su)-The Goddess of blood is a goddess of the body. At level 10 a Red Guard becomes in tune with the divine energy of the goddess. A Red Guard is now immune to disease and poisons. Further more a Red Guard physically stops aging and no longer to any penalties he may acquire from reaching a certain age. Further more a Red Guard can no longer die from old age.
Blood in the Body (Stance)- At level 10 a Red Guards mastery of his own blood is complete at this point he can go as far as to pull his own blood back into his body, knitting wounds and regrowing lost limbs. While in this stance he has Fast Healing 10 and dr 5/-.
http://i50.photobucket.com/albums/f309/King_Of_Runes/Guys/Alex%20hit%20list/Siegfried2_by_el_grimlock.jpg
Requirements
BAB: +5
Skills: Concentration or Knowledge Religion Rank 10
Feats: Toughness, Improved Toughness, Endurance, Die Hard
Maneuvers: Must know two maneuvers and one stance from either Devoted Spirit or Diamond Mind.
Special: Must be initiated into the Order of the Red Guards
The Red Guard
Hit Die: d10
Class Skills: The Red Guard class skills are Balance, Climb, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge (Architecture and Engineering), Knowledge (History), Knowledge (Nobility and Royalty), Listen, Martial Lore, Profession, Ride, Spot, Swim, Tumble.
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.
{table=head]Level |Base Attack Bonus |Fort Save |Ref Save |Will Save |Special |Maneuvers Known|Maneuvers Readied
1st |+1 |+2 |+0 |+0 |Anointed Armor, The Red Ladies Watchful Eye |1|0|
2nd |+2 |+3 |+0 |+0 |Ready for Action|0|0|
3rd |+3 |+3 |+1 |+1 |Blood on the Armor |1|1|
4th |+4 |+4 |+1 |+1 |-|0|0|
5th |+5 |+4 |+1 |+1 |Anointed Armor, Greater|1|0|
6th |+6/+1 |+5 |+2 |+2 |Anointed Weapon|0|1|
7th |+7/+2 |+5 |+2 |+2 |Blood on the Sword|1|0|
8th |+8/+3 |+6 |+2 |+2 |- |0|0|
9th |+9/+4 |+6 |+3 |+3 | Mind Thorns, Devote Protector |1|1|
10th |+10/+5 |+7 |+3 |+3 |Grace of the Goddess, Blood in the Body|0|0|
[/table]
Maneuvers: You may add a known maneuver to your maneuver known list from the Devoted Spirit, Diamond Mind, Shadow Hand or White Raven school ever odd level. You must meet the maneuver pre-requisite to be able to add it. You may add your full Red Guard level to determine your imitator level. Every 3rd level you gain an additional maneuver readied per day.
Vow of Blood- A Red Guard, like a Paladin or Guard has a rigid code of conduct they must obey. (This will be filled out later, once I get the details from my DM)
Anointed Armor (Sp)- A Red Guard and his armor hold a special connection with each other. When a Red Guard takes his vow, he anoints his armor. This process takes three days and costs 120 xp. The result is the armor becoming like a second skin to him. The armor check penalty for Anointed Armor is reduce by three. The maximum Dexterity bonus is increased by 2 and the armor is considered one category lighter.
The Red Ladies Watchful Eye(Ex) -The Red Ladies have vowed to protect those of Red order. To this extent they must always be on guard. The Red Lady divine magic has left them preternaturally aware of there surroundings. A red Guard has a morale bonus to listen, spot and sense motive checks equal to twice their class level.
Ready for Action (Su)- A ready Guard must be always ready to head the Red Ladies call. You never becomes fatigued or exhausted, and you don't need to sleep, trance, or otherwise rest your body to remain in fighting condition. You gain immunity to magical sleep effects.
Blood on the Armor (Stance)- At level three you began to form a connection with your own blood. When you are in a Devoted Spirit or Diamond Mind stance you can forgo your regular benefits as a swift action and gain the effects of Blood on the Armor. These benefits last as long as you are in the stance. You can stop using Blood on the Armor and regain the normal benefits of the stance as a swift action.
While in this stance you gain a +1 bonus to your AC for every 10 points of hp you are missing. This bonus doubles if you are missing more then 50% of your health. In addition you gain spell resistance of 25 as long as you maintain the stance. At level 10 this spell resistance goes up 30 spell resistance.
Anointed Armor, Greater (Su)- A Red Guard gains an untyped bonus to there armor equal to there con modifier will wearing there anointed armor.
Anointed Weapon (Su)- A Red Guard at level 6th can anoint their chosen weapon. To do this, a Red Guard must complete a 7 day ritual and pay 640 xp. This effect cause living target to bleed 2 damage for 5 rounds when hit with an attack. A heal check of DC 15 or any effect that cause the target to regain hit points stops the bleeding. This damage is cumulative and stacks with the Implacable enchantment or other effects that cause a target to bleed effect. In addition the weapon now deals and extra +2 con damage when it critical hits.
Blood on the Sword (Stance)- At level 7th you're connection with your own blood grows even more stronger. When you are in a Devoted Spirit or Diamond Mind stance you can forgo your regular benefits as a swift action and gain the effects of Blood on the Sword. These benefits last as long as you are in the stance. You can stop using Blood on the Sword and regain the normal benefits of the stance as a swift action.
While in this stance you gain any extra attack at your highest attack modifier for each ten points you have in your constitution score. For example if you have a score of 28 you get two extra attacks. In addition if you have the power attack feat. You have the option to willingly take lethal damage when making a power attack, in place of the two hit penalty normally assosiated with the feat. This damage must be more then -5hp and can no be healed while in this stance.
Mind Thorns (Su)-The Divine Goddess protects her guardians, just as you her priest. At level 9th if you are targeted by a mind affecting ability the caster must make a concentration check DC (10+class level+con modifier). If the caster fails the spell is negated and they are Nauseated for 1d4 rounds. If they pass the DC the ability/spell goes of as normal.
Devote Protector (Su)-A Red Guard true duty is to that of his charge. Typically a priest. As such a Red Guard can choose to make a blood bound as swift action with a targeted individual with in 15ft of him. As long as the individual stays in the 60ft radius, and the red Guard choose to maintain the bound any damage the individual takes can be split 50/50 between the individual and the Red Guard. This does not however include ability damage or ability drain.
Grace of the Goddess (Su)-The Goddess of blood is a goddess of the body. At level 10 a Red Guard becomes in tune with the divine energy of the goddess. A Red Guard is now immune to disease and poisons. Further more a Red Guard physically stops aging and no longer to any penalties he may acquire from reaching a certain age. Further more a Red Guard can no longer die from old age.
Blood in the Body (Stance)- At level 10 a Red Guards mastery of his own blood is complete at this point he can go as far as to pull his own blood back into his body, knitting wounds and regrowing lost limbs. While in this stance he has Fast Healing 10 and dr 5/-.