CrazyYanmega
2014-01-25, 09:20 PM
Hello Giants! Had a bad day and decided trying my hand at homebrew may give me the pickup I need. (But seriously, there isn't a Guardian class already in a sourcebook?)
I will be editing this post bit by bit, as my browser has a nasty habit of shutting down in the middle of important stuff. Feel free to make suggestions and/or mock my work as it progresses.
Shield Guardian is complete. This class is a tank class based on Naotsugu's Fortress build.
Shield Guardian
http://i1.ytimg.com/vi/L05c9GqDzb4/hqdefault.jpg
Prerequisites
Base Attack Bonus: +5
Skills: Concentration 4 ranks, Intimidate 8 ranks
Armor Proficiency:Must have proficiency with Heavy Armor.
Role: A Shield Guardian is the ultimate protector. Where others would falter, a Guardian stands strong. Attacks that would crumple more delicate adventurers simply bounce off a Guardian's mighty shield. Guardians play a Tank role in the party, and there are few who can do it better. Shield Guardians specialize in utilizing their Skills in concert with their superior defenses to gain an advantage on the battlefield.
Alignment: While there are no restrictions on a Shield Guardian's alignment, the nature of the class tends to draw Lawful and/or Good characters more often than not. Paladins, Fighters, Crusaders, and more melee-oriented Clerics often find this class to their liking. Knights are especially drawn to this class due to its synergy with their Codes of Honor.
Hit Die: d10
Skill Points: 4+Intelligence Modifier
Class Skills:
Bluff, Climb, Concentration, Craft (Weaponsmith), Craft (Armorsmith), Diplomacy, Intimidate, Jump, Ride
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|Persistent Wall, Spell Resistance
2nd|+2|+3|+0|+3|Persistent Wall 2/day, Enraging Taunt
3rd|+3|+3|+1|+3|Great Wall
4th|+4|+4|+1|+4|Persistent Wall 3/day
5th|+5|+4|+1|+4|Swift Wall
6th|+6/+1|+5|+2|+5|Persistent Wall 4/day
7th|+7/+2|+5|+2|+5|Steadfast Wall
8th|+8/+3|+6|+2|+6|Persistent Wall 5/day, Castle Of Stone
9th|+9/+4|+6|+3|+6|Grand Wall
10th|+10/+5|+7|+3|+7|Persistent Wall 6/day, Anchor Howl
Weapon & Armor Proficiencies: Shield Guardians gain proficiency in Tower Shields.
Persistent Wall (Ex.): Once per day, a Shield Guardian may make a Concentration check as a Standard Action that provokes attacks of opportunity. The DC of the check is equal to (Character Level)+15, and increases by 1 for each point of damage dealt to the Guardian from Attacks of Opportunity.
For every point the Concentration check exceeds the DC, the Guardian gains a +1 Deflection Bonus to his AC. If the Guardian fails his Concentration check, he takes a -4 penalty to his Armor Bonus. The effects of Persistent Wall last until the end of the encounter.
At second level and every two levels thereafter, a Shield Guardian gains the ability to use Persistent Wall an additional time per day, to a maximum of 6 times per day at 10th level. At fifth level, a Guardian can use Persistent Wall as a Swift Action that does not provoke Attacks of Opportunity, but costs two uses of Persistent Wall.
Special: A Guardian can only use this ability if he is using a Tower Shield or a Two-handed Weapon he is proficient with. (Bastard Sword does not qualify, as it is treated as an exotic one-handed weapon with Exotic Weapon Proficiency).
Spell Resistance (Su.): A Shield Guardian is an exceptional defender, and knows how to protect himself from spells. He gains Spell Resistance equal to 15 + his guardian level, or his existing Spell Resistance increases by +4, whichever is better.
A Shield Guardian does not gain the effects of his Spell Resistance gained from his Guardian Levels if he is flat-footed, and/or if he is not using a Tower Shield.
A Guardian can deactivate his Spell Resistance as an Immediate Action, but he loses his Shield Bonus to his AC.
Enraging Taunt (Ex.): At second level a Guardian learns how to goad his enemies into a blind fury, protecting his allies by drawing attention to himself. As a swift action, a Guardian targets creatures within 60 ft. whose combined hit-dice total cannot exceed twice his character level, and no two of which can be more than 30 ft. apart. The Guardian then makes a Bluff Check, the result of which is the Will Save DC for the targeted creatures.
Any creature that fails their Will Save gains an effect similar to a barbarian's Rage ability, except for the differences listed here:
The rage effect lasts only for a number of rounds equal to the affected creature's Hit-dice. Creatures who end their rage this way do not become fatigued.
If the creature targets something other than the Guardian who taunted it, the rage ends, and the creature becomes fatigued
A creature that succeeds on its Will Save cannot be affected by Enraging Taunt for 24 hours. A creature that fails its Will Save can be affected by Enraging Taunt multiple times, until it succeeds on its Will Save. Enraging Taunt is a sonic, mind-affecting effect.
A Shield Guardian can use Enraging Taunt a number of times per day equal to his Guardian level.
Great Wall (Ex.): At third level, whenever the Guardian is under the effect his Persistent Wall effect, he can extend any benefits of Persistent Wall to all adjacent allies. Allies who leave the zone don't retain the benefit, but allies can enter the zone to gain the benefit as long as it is active.
Steadfast Wall (Ex.): At seventh level, a Guardian can pay two of his daily uses of Persistent Wall to make a Concentration Check as a Standard Action that provokes Attacks of Opportunity. The DC of the check is equal to (Character Level)+5, and increases by 1 for each point of damage dealt to the Guardian from Attacks of Opportunity.
If the Guardian succeeds on his check. he gains Damage Reduction/Adamantine equal to (Concentration Result)-(Concentration DC)+1. If the Guardian fails his Concentration check, creatures that attack the Guardian do not have to confirm critical hits. The effects of Steadfast Wall last until the end of the encounter.
Special: A Guardian cannot use this ability if he is not wearing Heavy Armor.
Castle of Stone (Su.): At eighth level, once per encounter, a Shield Guardian may use this ability as a Full Round Action that does not provoke Attacks of Opportunity. For two rounds, a Guardian using this ability is immune to Hit Point damage, Ability Damage, Ability Drain, Energy Drain, Death effects, Paralysis, and poisons.
While this ability is active, a Guardian cannot use a move action, standard action, swift action, or full action, and he cannot take a 5-foot step. He also cannot use a martial stance while Castle of Stone is active. He can still make attacks of opportunity while this ability is active.
Grand Wall (Su.): At ninth level a Shield Guardian has nearly mastered the art of Protecting. If you have Persistent Wall or Steadfast Wall active, you extend any benefits of these abilities to all allies within 10 ft. Allies who leave the zone don't retain the benefit, but allies can enter the zone to gain the benefit as long as it is active.
Anchor Howl (Su.): This is the Guardian's ultimate skill. Once per day as a full round action that does not provoke attacks of opportunity, make an Intimidate Check. The check result is a Will Save DC that all hostile creatures within 40 ft. of the Guardian must attempt.
Any target that fails their Will Save is now Anchored for the rest of the encounter. An Anchored creature can still take actions as normal, but if the creature attempts to move more than 40 ft. away or attempts to attack or cast a spell at something other than the Guardian while within 40 ft. of the Guardian, they provoke a powerful counter attack. The Guardian can teleport to a square adjacent to the anchored creature provoking the counterattack as a free action and makes an attack at his full Base Attack Bonus. If this attack hits, it deals double normal melee damage. If the attack is a critical, stack the multipliers as normal (PHB 304). The Guardian then teleports back to his original space as a free action.
Anchored creatures are automatically aware that they are Anchored, and of the effects of Anchor Howl. A Guardian can make an unlimited number of counter attacks per round, but can only target each individual enemy once per round. An Anchored creature that leaves the 40-ft. radius area of effect is still considered Anchored, and thus still vulnerable to Anchor Howl if it re-enters the area of effect.
A target that succeeds on their Will Save is stunned for one round.
I will be editing this post bit by bit, as my browser has a nasty habit of shutting down in the middle of important stuff. Feel free to make suggestions and/or mock my work as it progresses.
Shield Guardian is complete. This class is a tank class based on Naotsugu's Fortress build.
Shield Guardian
http://i1.ytimg.com/vi/L05c9GqDzb4/hqdefault.jpg
Prerequisites
Base Attack Bonus: +5
Skills: Concentration 4 ranks, Intimidate 8 ranks
Armor Proficiency:Must have proficiency with Heavy Armor.
Role: A Shield Guardian is the ultimate protector. Where others would falter, a Guardian stands strong. Attacks that would crumple more delicate adventurers simply bounce off a Guardian's mighty shield. Guardians play a Tank role in the party, and there are few who can do it better. Shield Guardians specialize in utilizing their Skills in concert with their superior defenses to gain an advantage on the battlefield.
Alignment: While there are no restrictions on a Shield Guardian's alignment, the nature of the class tends to draw Lawful and/or Good characters more often than not. Paladins, Fighters, Crusaders, and more melee-oriented Clerics often find this class to their liking. Knights are especially drawn to this class due to its synergy with their Codes of Honor.
Hit Die: d10
Skill Points: 4+Intelligence Modifier
Class Skills:
Bluff, Climb, Concentration, Craft (Weaponsmith), Craft (Armorsmith), Diplomacy, Intimidate, Jump, Ride
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|Persistent Wall, Spell Resistance
2nd|+2|+3|+0|+3|Persistent Wall 2/day, Enraging Taunt
3rd|+3|+3|+1|+3|Great Wall
4th|+4|+4|+1|+4|Persistent Wall 3/day
5th|+5|+4|+1|+4|Swift Wall
6th|+6/+1|+5|+2|+5|Persistent Wall 4/day
7th|+7/+2|+5|+2|+5|Steadfast Wall
8th|+8/+3|+6|+2|+6|Persistent Wall 5/day, Castle Of Stone
9th|+9/+4|+6|+3|+6|Grand Wall
10th|+10/+5|+7|+3|+7|Persistent Wall 6/day, Anchor Howl
Weapon & Armor Proficiencies: Shield Guardians gain proficiency in Tower Shields.
Persistent Wall (Ex.): Once per day, a Shield Guardian may make a Concentration check as a Standard Action that provokes attacks of opportunity. The DC of the check is equal to (Character Level)+15, and increases by 1 for each point of damage dealt to the Guardian from Attacks of Opportunity.
For every point the Concentration check exceeds the DC, the Guardian gains a +1 Deflection Bonus to his AC. If the Guardian fails his Concentration check, he takes a -4 penalty to his Armor Bonus. The effects of Persistent Wall last until the end of the encounter.
At second level and every two levels thereafter, a Shield Guardian gains the ability to use Persistent Wall an additional time per day, to a maximum of 6 times per day at 10th level. At fifth level, a Guardian can use Persistent Wall as a Swift Action that does not provoke Attacks of Opportunity, but costs two uses of Persistent Wall.
Special: A Guardian can only use this ability if he is using a Tower Shield or a Two-handed Weapon he is proficient with. (Bastard Sword does not qualify, as it is treated as an exotic one-handed weapon with Exotic Weapon Proficiency).
Spell Resistance (Su.): A Shield Guardian is an exceptional defender, and knows how to protect himself from spells. He gains Spell Resistance equal to 15 + his guardian level, or his existing Spell Resistance increases by +4, whichever is better.
A Shield Guardian does not gain the effects of his Spell Resistance gained from his Guardian Levels if he is flat-footed, and/or if he is not using a Tower Shield.
A Guardian can deactivate his Spell Resistance as an Immediate Action, but he loses his Shield Bonus to his AC.
Enraging Taunt (Ex.): At second level a Guardian learns how to goad his enemies into a blind fury, protecting his allies by drawing attention to himself. As a swift action, a Guardian targets creatures within 60 ft. whose combined hit-dice total cannot exceed twice his character level, and no two of which can be more than 30 ft. apart. The Guardian then makes a Bluff Check, the result of which is the Will Save DC for the targeted creatures.
Any creature that fails their Will Save gains an effect similar to a barbarian's Rage ability, except for the differences listed here:
The rage effect lasts only for a number of rounds equal to the affected creature's Hit-dice. Creatures who end their rage this way do not become fatigued.
If the creature targets something other than the Guardian who taunted it, the rage ends, and the creature becomes fatigued
A creature that succeeds on its Will Save cannot be affected by Enraging Taunt for 24 hours. A creature that fails its Will Save can be affected by Enraging Taunt multiple times, until it succeeds on its Will Save. Enraging Taunt is a sonic, mind-affecting effect.
A Shield Guardian can use Enraging Taunt a number of times per day equal to his Guardian level.
Great Wall (Ex.): At third level, whenever the Guardian is under the effect his Persistent Wall effect, he can extend any benefits of Persistent Wall to all adjacent allies. Allies who leave the zone don't retain the benefit, but allies can enter the zone to gain the benefit as long as it is active.
Steadfast Wall (Ex.): At seventh level, a Guardian can pay two of his daily uses of Persistent Wall to make a Concentration Check as a Standard Action that provokes Attacks of Opportunity. The DC of the check is equal to (Character Level)+5, and increases by 1 for each point of damage dealt to the Guardian from Attacks of Opportunity.
If the Guardian succeeds on his check. he gains Damage Reduction/Adamantine equal to (Concentration Result)-(Concentration DC)+1. If the Guardian fails his Concentration check, creatures that attack the Guardian do not have to confirm critical hits. The effects of Steadfast Wall last until the end of the encounter.
Special: A Guardian cannot use this ability if he is not wearing Heavy Armor.
Castle of Stone (Su.): At eighth level, once per encounter, a Shield Guardian may use this ability as a Full Round Action that does not provoke Attacks of Opportunity. For two rounds, a Guardian using this ability is immune to Hit Point damage, Ability Damage, Ability Drain, Energy Drain, Death effects, Paralysis, and poisons.
While this ability is active, a Guardian cannot use a move action, standard action, swift action, or full action, and he cannot take a 5-foot step. He also cannot use a martial stance while Castle of Stone is active. He can still make attacks of opportunity while this ability is active.
Grand Wall (Su.): At ninth level a Shield Guardian has nearly mastered the art of Protecting. If you have Persistent Wall or Steadfast Wall active, you extend any benefits of these abilities to all allies within 10 ft. Allies who leave the zone don't retain the benefit, but allies can enter the zone to gain the benefit as long as it is active.
Anchor Howl (Su.): This is the Guardian's ultimate skill. Once per day as a full round action that does not provoke attacks of opportunity, make an Intimidate Check. The check result is a Will Save DC that all hostile creatures within 40 ft. of the Guardian must attempt.
Any target that fails their Will Save is now Anchored for the rest of the encounter. An Anchored creature can still take actions as normal, but if the creature attempts to move more than 40 ft. away or attempts to attack or cast a spell at something other than the Guardian while within 40 ft. of the Guardian, they provoke a powerful counter attack. The Guardian can teleport to a square adjacent to the anchored creature provoking the counterattack as a free action and makes an attack at his full Base Attack Bonus. If this attack hits, it deals double normal melee damage. If the attack is a critical, stack the multipliers as normal (PHB 304). The Guardian then teleports back to his original space as a free action.
Anchored creatures are automatically aware that they are Anchored, and of the effects of Anchor Howl. A Guardian can make an unlimited number of counter attacks per round, but can only target each individual enemy once per round. An Anchored creature that leaves the 40-ft. radius area of effect is still considered Anchored, and thus still vulnerable to Anchor Howl if it re-enters the area of effect.
A target that succeeds on their Will Save is stunned for one round.