| Post/Author/DateTime | Post |
|---|---|
| Lawless_TheWarMage12-14-05, 02:21 AM | Protector A defender, a man on a mission, the protector is always trust worthy. He won't let you down, or turn his back to his comrades. A helping hand in a harming enviorment. Adventures: Adhering to a deity's will or a good cause. The protector will usually offer his bodygaurd assistance, and is naturally more defensive over weak spell casters. Jumpping in the middle of things, mostly combat, is his specialty. Characteristics: Self taught in the arts of battle, they have barbaric pain thresholds. However, they have made note to weild heavy armor, just in case. If a protector dies, the party is sure to collaps. Alignment: A protector has not one spec of dark thought in his heart, nor does he think of himself. Protectors are any good alignment, but have a tendency to lean twards law. Religion: Protectors will serve any good deity they choose. Some protectors even serve as gaurds at temples, and churches. It is possible that a protector simply devotes themselve to a cause, rather than an organization. Backgrounds: Protectors come from all walks of life, but most have had lived gaurding a church or they're village. A protector has more than likely had a loved one killed or worst by in the past, and has felt inadequate. They now over compensate for the past by protecting others. Races: Protectors are commonly found among humans and dwarves. It is not unlikely for any other races to be a protector, with the exceptions of naturally evil races, like drow and half-feinds. Of course that exception to the rule would make for an interesting character. Other Classes: A good cleric is a protector's best friend. The cleric's healing powers are crucial to the protector's livelyhood. He most protective over classes with low hit di, like the wizard. Role: The role of a protector is first and foremost protection. They can also serve as guides or leaders, but most often just stick up for the little guy. Game Rules Information Protectors have the following game statistics. Abilities: Strenght determines how good a protector can sheild his allies, and high Constitution gives him more hit points. Charisma also helps most of his skills. Alignment: A protector has not one spec of dark thought in his heart, nor does he think of himself. Protectors are any good alignment, but have a tendency to lean twards law. Hit Die: d12 Class Skills The protector's class skills (and the key ability for each skill) are Craft(Int), Diplomacy(Cha), Gather Information(Cha), Heal(Wis), Jump(Str), Spot(Wis), Survival(Wis). See Player's Handbook for Skill descriptions. Skill Points at 1st Level:(2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier. Class Features All of the following are class features of the protector. Armor and Weapon Proficientcy: Protectors are proficient with all types of armor and shields. They are profient in simple weapons. Protect Ally: When an adjacent ally is targeted for a melee attack, the protector may choose to make a short jump (no more than 5 feet) to step in the way and take damage himself. To accomplish this the protector must roll a Jump check, he also recievies a bonus from his protector level. For Example a 1st Level protector with a Strenght of 12 (+1) and 4 ranks in Jump would first roll 1d20 + 5 (1 Str, 4 Ranks) then add his Level, + 1. This counts against a swift action. Sheild Bash: The protector act as if under the effect of having the feat Improved Sheild Bash, even if he does not meet the requirements. Sheild Bash deals real damage: Sheild Bash attempts no longer deal non-leathal damage, unless other wise noted by the protector. Charismatic Defense: If within 35 feet (+5 per each Level afer 7th) of the protector, you get a granted deflection modifier equal to his Charisma modifier. The protector gains this bonus at all times. Defend Area: The protector may now defend up to 10 feet and can go up to 15 feet while suffering a -2 penalty. AC vs. Spells: Your AC will count as spell resistance. This does not stack, use whatever number is greatest. Level Base Attack Bonus Fort Ref Will Special 1____+0_____________+2__+0__+2_Defend Ally, Sheild Bash 2____+1_____________+3__+0__+3 3____+2_____________+3__+1__+3 4____+3_____________+4 __+1__+4_Sheild deals real damage 5____+3_____________+4__+1__+4 6____+4_____________+5__+2__+5 7____+5_____________+5__+2__+5_Charismat ic Defense 8____+6/+1__________+6__+2__+6 9____+6/+1__________+6__+3__+6 10___+7/+2__________+7__+3__+7_Defend Area 11___+8/+3__________+7__+3__+7 12___+9/+4__________+8__+4__+8 13___+9/+4__________+8__+4__+8 14___+10/+5__________+9__+4__+9 15___+11/+6/+1_______+9__+5__+9_AC vs. Spells 16___+12/+7/+2_______+10__+5__+10 17___+12/+7/+2_______+10__+5__+10 18___+13/+8/+3_______+11__+6__+11 19___+14/+9/+4_______+11__+6__+11 20___+15/+10/+5_______+12__+6__+12 |
| Novacat12-14-05, 09:26 AM | Seems a bit weak to me. Also, please clean up your formatting. |
| Xeraph12-14-05, 09:27 AM | I dont see how this could not just be a simple fighter? Fighters are guards. Infact, with the feats a fighter gets he could make a better protector than the Protector class. ;) I like the effort though, maybe you should make a Protector prestige class instead. Somthing like this: PROTECTOR HD: 1d12 Requirements Bab +6 Feats: Improved Shield Bash, Dodge Skills: Spot 4 ranks, Listen 4 ranks. Class Skills The protector's class skills (and the key ability for each skill) are Craft(Int), Diplomacy(Cha), Gather Information(Cha), Heal(Wis), Jump(Str), Spot(Wis), Survival(Wis). See Player's Handbook for Skill descriptions. Skill Points at 1st Level:(2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier. Table 1: Protector Level Bab Fort Ref Will AC Special 1 +0 +2 +2 +2 +0 Defend Ally (?) 2 +1 +3 +3 +3 +0 Mettle (Save for none on will and fort saves) 3 +2 +3 +3 +3 +1 4 +3 +4 +4 +4 +1 Uncanny Dodge (See Rogue) 5 +3 +4 +4 +4 +2 6 +4 +5 +5 +5 +2 Bulwark of Will (Cha to AC) 7 +5 +5 +5 +5 +3 8 +6 +6 +6 +6 +3 Improved Uncanny Dodge (See Rogue) 9 +6 +6 +6 +6 +4 10 +7 +7 +7 +7 +4 Magic Defiance (Ac vs Spells???) Well, just an idea. Cheers. :D |
| Bard0612-14-05, 09:43 AM | When I see this class, I see a fighter. But when compared to the fighter it doesnt really stack up. The bonus feats of a fighter will make a better "protecter" then the base class of protecter. I like the idea of making it a prestige class as posted by Xeraph.If you still wanna keep it as a base class you proly wanna bump up the Base attack bonus to good and add a couple more class ablilties like DR or a Defensive stance of some sort. Well hope that helps! -Bard06 |
| Luckus_Coinflip12-14-05, 10:18 AM | Yeah I made a Prestige Class like this, but came to the decision that it would be better to start with fighter and then take the Prestige class Knight Protector ( Complete Warrior) or Devoted Defender (Sword & Fist). |
| Lawless_TheWarMage12-15-05, 12:46 AM | Yeah, I see were your all coming from about it being too weak, but I'll admit I was afriad of making him too uber. On the other hand I dont see a fighter as a better protector w/o the ability to jump in the way, when it is not his or her turn. But I do see the similarities. However a fighter can even make a better archer than a ranger himself, but thats just my opinion. For the most part you guys are right, it needs more beef ... So I'll add some more stuff! ps. Bard 06 and Xeraph were the most helpful, but I enjoyed all of your comments and just wanted to make a special notes of the ideas I liked the best. |
| Nephlite12-15-05, 02:25 PM | I made a class like that. Here was mine: Use whatever parts are useful to make yours better. Bodyguards are skilled at protecting a designated person from harm, often taking a charge’s place as target of threats and attacks. Bodyguard Abilities: A High Dexterity helps their reflex saves and deflect attacks better. A High Wisdom helps with their will saves. A High Constitution helps a Bodyguard stay up and defend their charges. Starting Gold: 6d4 x10 gp. Alignment: Any. Hit Die: d10. Class Skills The bodyguard’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Gather Info (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (wis), Swim (Str) Skill Points at 1st Level: (2 + Int modifier) x?4. Skill Points at Each Additional Level: 2 + Int modifier. Table: The Bodyguard Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +2 +2 +0 Diehard 2nd +2 +3 +3 +0 Cover, Defended Ally, AC + 1 3rd +3 +3 +3 +1 Toughness 4th +4 +4 +4 +1 Brave, Toughness 5th +5 +4 +4 +1 AC + 2, Defensive Strike+ 1 6th +6/+1 +5 +5 +2 7th +7/+2 +5 +5 +2 8th +8/+3 +6 +6 +2 Bonuses Charm/Compulsion, Toughness 9th +9/+4 +6 +6 +3 10th +10/+5 +7 +7 +3 Deflect Melee, AC + 3, Defensive Strike + 2 11th +11/+6/+1 +7 +7 +3 12th +12/+7/+2 +8 +8 +4 Mettle, Toughness 13th +13/+8/+3 +8 +8 +4 14th +14/+9/+4 +9 +9 +4 15th +15/+10/+5 +9 +9 +5 AC + 4, Defensive Strike + 3 16th +16/+11/+6/+1 +10 +10 +5 Combat Reflexes, Toughness 17th +17/+12/+7/+2 +10 +10 +5 18th +18/+13/+8/+3 +11 +11 +6 19th +19/+14/+9/+4 +11 +11 +6 20th +20/+15/+10/+5 +12 +12 +6 AC + 5, Defensive Strike + 4, Toughness Class Features All of the following are class features of the Bodyguard. Weapon and Armor Proficiency: A Bodyguard is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). Diehard : At level 1, a Bodyguard remains able to guard others even after attacks would fell others. He gains the feat Diehard, even if he doesn’t meet the prerequisites. Defended Ally: (Ex) When rolling Initiative choose an ally to focus on defending (may not change focus in same encounter). Cover (Ex): If within 5 feet of that ally may take a melee attack meant for them. Must declare taking the blow before it is rolled. This is useable 1/level per day. Armor Class bonus (Ex): A Bodyguard gains +1 dodge bonus to AC when with 15 feet of the ally you are defending. This bonus increases by +1 every 5 levels. Toughness (Ex): Bodyguards are tougher than the average fighter and as such gain toughness as a bonus feat at level 3 & 4 and every 4 levels after (8, 12, 16, 20). Brave (Ex): A Bodyguard at level 4, gains a +4 morale bonus on will saves versus fear effects. Bonus to Charm and Compulsion (Ex): Beginning at level 8, a Bodyguard has a bonus to all charms and compulsions. The bodyguard has such devotion to his ward, that he cannot be distracted. He gains a bonus against charms and compulsions equal to his bodyguard level. He only gains this bonus within 20 feet of the ally he chose to defend this encounter. Deflect Attack (EX): Beginning at level 10, a Bodyguard gains the ability to, within 5 feet of a ally you chose to be defending if holding a shield or melee weapon, block an attack as a free action. Reflex Save DC 20 + 1 per magic bonus to attack (such as a +2 sword adds +2 hit/damage). You gain +1 circumstance bonus to reflex per 5 Bodyguard levels for this ability. This is usable 1/3 Bodyguard level per day Defensive Strike (Ex): Beginning at level 5, you gain an attack of opportunity against any adjacent opponent who attacks the ally you focused to defend in melee. You gain +1 circumstance bonus to hit every 5 levels to this opportunity of attack. This doesn’t let you exceed the number of Attks of Opportunity limit /round (Combat Reflexes helps here). Mettle (Ex): Starting at level 12, a Bodyguard determination allows him to shrug off magical effects that would otherwise harm him. If a Bodyguard make a successfully will or Fort save that would normally reduce the spell’s effect (such as a spell with entry Will partial or Fortitude half) he instead negates the effects. Combat Reflexes: At level 16, A bodyguard can respond quicker and repeatedly against opponents who let their defenses down.. A Bodyguard gains Combat Reflexes even if he doesn’t meet the prerequisites. If he already has Combat Reflexes, it increases the number of attack of opportunities by 3. |
| Lawless_TheWarMage12-15-05, 02:59 PM | Cool class, Nephlite! I've decided im going to add an idea that no one here has mentioned, along with the names of abilities that xeraph used, plus the damage reduction by bard o6! so my idea was give them access to the cleric protection domain. get it "Protector = Protection" But the will only have use of those spells and once per day for each of them. This includes the granted power. Thanks again everybody! |