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View Full Version : The guardian: A less controlling "tank"



krossbow
2008-03-13, 05:26 PM
Hello. I have been attempting to create a Homebrewed "tank" type character that would have a way to force opponents to attack him without using "mind control" Type tactics, and would conversely be most powerful when being attacked. If you could give me feedback on my idea here, it would be most appreciated. (I like to use homebrew NPCs in games I run).




The Guardian:
The guardian is one who has trained long and hard in defense of others, realizing that the power to destroy is not true power. They are rarely from the less civilized races, and often come from the knighthood or nobility. In battle, they utilize Psychological warfare and defensive tactics to outmaneuver and confound their opponents, while putting themselves between those that wish to inflict harm on their allies.



HD: d12
Skill Points Per Level: 2 + Intelligence Modifier
Class Skills: Concentration, Diplomacy, Intimidate, Jump, Sense motive, Jump, Knowledge (tactics, nobility).
Proficiencies: Guardians are proficient in light, medium and Heavy armor, Shield and Tower shields, simple and Martial weapons.



{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2| Tough as Nails, Infuriating Blow (-1, 10% failure) |
2nd|
+1|
+3|
+0|
+3|Disorienting attack (-1/-1 AC) |
3rd|
+2|
+3|
+1|
+3|Steel Sentinel
4th|
+3|
+4|
+1|
+1|Defensive master (-3/+3) |
5th|
+3|
+4|
+1|
+4|Infuriating Blow (-2, 20% failure chance) |
6th|
+4|
+5|
+2|
+5|Brace self |
7th|
+5|
+5|
+2|
+5|Heavy blow|
8th|
+6/+1|
+6|
+2|
+6|Disorienting attack (-2, -2 AC)|
9th|
+6/+1|
+6|
+3|
+6|Heavy Metal |
10th|
+7/+2|
+7|
+3|
+7|Infuriating blow (-3, 30% failure chance) |
11th|
+8/3|
+7|
+3|
+7| Platinum Sentinel |
12th|
+9/4|
+8|
+4|
+8|Taunting Rhetoric
13th|
+9/4|
+8|
+4|
+8|Defensive Master (-2, +4)
14th|
+10/5|
+9|
+4|
+9|Disorienting Attack (-3, -3 AC)
15th|
+11/6/1|
+9|
+5|
+9|Infuriating Blow (-4, 40% failure chance)
16th|
+12/6/1|
+10|
+5|
+10|Crushing Blow
17th|
+12/6/1|
+10|
+5|
+10|Dangerous Target
18th|
+13/7/2|
+11|
+6|
+11|Improved rhetoric
19th|
+14/9/4|
+11|
+6|
+11|Diamond Sentinel
20th|
+15/10/5|
+12|
+6|
+12|Infuriating blow (-5, 50% failure chance), Disorienting attack (-4,-4 AC)
[/table]

Infuriating Blow: The guardian is not just a master of an opponents moves, he is a master of their mind; the guardian knows just how to strike to get under their skin. As a standard action, the Guardian may make a single attack with a +2 to hit, aimed in a particularly humiliating manner (smashing a dragons nose, hitting a warlords ass, ect). If this attack hits, the target is filled with rage, making it difficult to focus on other opponents. They are free to do so, but they take a -1 to hit with melee attacks, and have a 10% chance to fail with spells, as their mind is focused on the insult (attacks made against the guardian suffer no penalties however). The target may attempt a will save to calm themselves equal to 15+1/2 the guardian's level + the guardians charisma to do so, but animals and other non-sentinent creatures get no saves. Conversely golems and other mindless beings are unnaffected (one cannot anger a stone).
The effect lasts till the end of battle or a will save is made, when the target soothes themselves.
This increases at level 5, 10, 15 and 20.

Tough as Nails: The guardian is particularly hardy, able to muster himself in battle. He has a resilience pool equal his guardian level which refills each turn. In essence, this is a pool of bonus HP that refills at the start of each turn and is lost first. All damage subtracts from the resilience pool first before draining from your hp. This automatically stops refilling if reduced to lower than 1 hitpoints.

Steel sentinel: The Guardian is a true friend, and watches out for his allies in battle. Those within reach of the guardian gain a +1 to AC from his watchful eye and defense. This does not apply to himself, and multiple guardian's do not provide better bonuses (they would just interfere with one another).

Platinum Sentinel: The guardian's defensive bonus to allies increases to +2

Diamond sentinel: The guardian's defensive bonus to allies increases to +3.

Brace self: The guardian is aware of his immobility, and may instead prepare himself to take damage rather than avoid it. A number of times per day equal to his con modifier, the Guardian may make a fortitude save instead of a reflex save vs. Damaging Cone, Line and explosion type affects. This cannot be used vs. attacks that do no hp damage (such as a medusa's gaze).

Disorienting attack: The guardian's goal in battle is to defend his allies, not kill his enemies, and he attacks accordingly. Any successful shield bash by the guardian lowers the enemy's AC by 1, and they take a -1 when rolling to hit. This effect lasts for one turn.
This increases to -2/2, -3,-3, and -4,-4 at levels 8, 14 and 20.

Heavy Blow: The guardian may add half his con bonus to damage with Shield bashes and attacks with spiked armor as he leans into blows.

Crushing Blow: The guardian may add all of his con bonus to damage with shield bashes and attacks with spiked armor.

Heavy Metal: The guardian is encased in heavy, dangerous armor, and knows how to use it. He may add his armor's AC bonus to Grapple, Disarm and Bullrush attempts.

Taunting Rhetoric: The Guardian's study in mental warfare has progressed so that he can incite enemies without a single attack. As a swift action each round, the Guardian may yell out a string of insults and profanity towards his opponent, functioning for all purposes as if they'd been hit by an infuriating blow. However, as this does not compare to the pain of an injury, the DC to calm oneself and ignore it is 5 lower than normal. The Guardian may make a general insult to all his foes present, but doing so has a penalty of 10 as it is so generalized.
The guardian and his foes must share a language in order for this to work, and mindless creatures that do not speak cannot be insulted.

Dangerous Target: Anytime that a foe attacks the guardian and misses, he is subject to an immediate disarm attempt (this counts as an attack of opportunity). If the foe is using natural weapons instead of an actual blade, the guardian may instead make a normal attack of opportunity as he hacks at the claws or fist.

Improved rhetoric: The DC of the Guardian's Infuriating blow is increased by 2.

Defensive Master: The Guardian is skilled at fighting in a cautious manner, realizing that the victorious fighter is the living fighter. When the guardian fights defensively, he instead takes a -3 to defense and gains a +3 to AC (as opposed to a -4 and +2). This improves to -2/+4 at level 13

LoneGamer
2008-03-13, 06:13 PM
I'd add some uses for Intimidate skill. For example, Infuriating Blow grants your damage roll as a bonus on an Intimidate check, opposed by the enemy's Concentration check, or face the penalties for attacking other targets.