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View Full Version : Triadic Guard: (Bodyguard)



Venger
2013-03-04, 12:43 PM
This is one in a series of three related prcs. Please provide evaluation as per normal. I'll link to the other two as soon as I have them up:

Mindguard (http://www.giantitp.com/forums/showthread.php?t=274401) and Soulguard (http://www.giantitp.com/forums/showthread.php?t=274404) are here


Bodyguard:
Don't worry, sir. I'll keep you in one piece. I only wish I were so lucky
--- Captain Rafe Willing, a bodyguard.

A bodyguard's role in protecting the heir to the throne is the one best understood by those outside the Triadic culture. Those outside

(FLUFF stuff)

Becoming a bodyguard


(WHO DOES THIS. WHAT CLASSES. HOW TO ENTER. FLUFF stuff)


Hit Die
d12

Entry Requirements
To qualify to become a bodyguard a character must fulfill all the following criteria:

Alignment Any Lawful or Chaotic. Upon induction at the academy, it is determined which school of combat a bodyguard favors. Lawful bodyguards are trained in the disciplined school whereas chaotic bodyguards are trained in the passionate school.

Base Attack Bonus: +5

Skills:
Heal 2 ranks, Intimidate 5 ranks

Special: The character must be successful in passing their time of study at Triadic University.
Special: The character must have directly saved someone else's life by protecting them from impending physical harm.

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

1st|
+1|
+2|
+2|
+0|Transfusion, Shield Ally

2nd|
+2|
+3|
+3|
+0|Bulwark of Defense

3rd|
+3|
+3|
+3|
+1| Sneak Attack +1d6, Fighting Words or Thick Hide, Rage 1/day

4th|
+4|
+4|
+4|
+1|Improved Shield Ally

5th|
+5|
+4|
+4|
+1|Sneak Attack +2d6, Staredown or Watch 'em Run, Rage 2/day

6th|
+6|
+5|
+5|
+2|Remove Impurity

7th|
+7|
+5|
+5|
+2|Sneak Attack +3d6, Crippling Strike or Opportunist, Rage 3/day

8th|
+8|
+6|
+6|
+2|DR 10/Chaos or DR 10/Law

9th|
+9|
+6|
+6|
+3|Shake it Off[/table]

Class Skills
The bodyguard's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Concentration (Con), Diplomacy (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Listen (Wis), Knowledge (nature), Knowledge (nobility and royalty) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis)
Skill Points at Each Level 4+Int modifier

Class Features:

Transfusion (Ex): At first level, a bodyguard's ability to protect becomes curative as well as preventative. As a standard action that does not provoke attacks of opportunity, you may touch any willing, adjacent character and give him a number of hit points equal to 1d6 per two class levels (rounding down). These hit points are immediately subtracted from your own hit point total. This ability is not channeling positive energy, but rather, moving a substantial quality of your blood into the target's body through magical means. Thus, it also works on undead characters if you ever have occasion to protect one.

Shield Ally (Ex): At 1st level, you have improved your technique of intercepting damaging attacks on the behalf of your charge. As an immediate action, you can opt to absorb part of the damage dealt to an adjacent ally. Each time an adjacent ally takes damage from a physical melee or ranged attack before your next turn, you can absorb half of its damage.

Bulwark of Defense (Ex): By 2nd level, you have learned that any holes in your defense allow an in for an enemy to attack your charge. In order to minimize these, enemies beginning heir turn in any square you threaten treat them as difficult terrain.

Sneak Attack (Ex): Beginning at 3rd level, a disciplined bodyguard can deal extra damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus to AC. This extra damage applies to ranged attacks only if the target is within 30 feet. See the rogue class feature, page 50 of the Player’s Handbook. This damage increases by 1d6 at 5th and 7th level.

Fighting Words (Ex): At 3rd level, a disciplined bodyguard's training in the art of combat has instructed him in just what makes people want to fight. Your ability to understand what incites people to violence allows you to provoke your enemies to engage you in combat to the exclusion of your allies.

As a move action, you may issue fighting words to any opponent who can see or hear you, and has an intelligence of 3 or higher (and thus some form of psychology for you to manipulate). You make a modified demoralize check against your target. Roll intimidate. The target is entitled to resist normally (1d20+wis modifier + character level/HD + bonus against fear). If it succeeds, it can act normally. If it fails, you are the only creature it can target with melee attacks for the turn.

Thick Hide (Ex): Your skin has been toughened by myriad blows, cuts, burns, and everything in between. You gain Improved Toughness as a bonus feat.

Rage (Ex): At 2nd level, a passionate bodyguard learns to draw on the power lying in his own emotions. He gains the ability to fly into a screaming blood frenzy once per day (or one additional time per day, if he already has a rage ability). The effect of this ability is identical with the effect of a barbarian's rage ability. If he has improved rage abilities (such as the barbarian class features greater rage, indomitable will, tireless rage, or mighty rage), those improvements apply to the rage ability granted by bodyguard also.


Remove Impurity (Su): At 6th level, your ability to take on the wounds of an ally grows. As a standard action that does not provoke attacks of opportunity, you may touch any willing, adjacent character and remove any disease, poison, or ability damage from it. These effects are immediately transferred to you. If the original source of the disease, poison, or ability damage allowed a save, you are entitled to make your own as normal at the original DC.

Crippling Strike (Ex): At 7th level, a disciplined bodyguard's training in medical science has taught where the major blood vessels lie in a target's body. You can use this knowledge to protect your charge's pressure points, or to hamper your opponents by placing your strikes where they will do the most damage. When he damages an opponent with a sneak attack, that character also takes 2 points of Strength damage.

Opportunist (Ex):At 7th level, a passionate bodyguard's feel for the rhythm of battle allows him to pick up on the missed beats of an opponent immediately after being struck. Once per round, he can make an attack of opportunity against an opponent who has just been struck fordamage in melee by another character. This attack counts as his attack of opportunity for that round. Even a rogue with the Combat Reflexes feat, he can’t use the opportunist ability more than once per round.

DR 10/Law or DR 10/chaos (Ex): At 8th level, you gain damage reduction based on your school: 10/chaos for disciplined or 10/law for passionate.

Shake it Off (Ex): At 9th level, a bodyguard's body is inured to physical damage and has begun taking matters into its own hands as far as repair goes. Gain fast healing 1.


Playing a bodyguard

(HOW TO PLAY FLUFFWISE)

Combat

(FIGHTAN. TACTICS AND stuff)

Advancement

(WHAT DO AFTERS)

Resources

(WHAT SWAG YOU GET)

Bodyguards in the world
A QUOTE FROM SOMEBODY

(HOW PEOPLE REACT TO THEM)

Organization

(HOW YOU FIND THESE GUYS)

NPC Reactions

(WHAT DO PEOPLE THINK OF THEM)

Soulguard lore
Characters can make Gather Information, Knowledge (nobility and royalty), or bardic knowledge checks to learn the following facts about soulguards.

DC 10: (BASIC STUFF)
DC 15: (MEDIUM STUFF)
DC 20: (DEEP stuff)

Bodyguards in the Game
(THEIR ROLE IN THE WORLD, SCENARIOS YOU MAY FIND THEM IN)

Adaptation

(WHAT TO DO IF THINGS ARE DIFFERENT IN SOME WAYS)

Encounters

(HOW TO DESCRIBE THEM TO PLAYERS)