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| SageInBlack06-21-06, 11:52 AM | Well here comes another attempt at me trying to make what was intended to be a NPC class to be a PC class (i believe that i am still a bit away from getting it.. but here it comes)... i would have to have some thanks to katarl and stealth_monkey for their input Mageguard Alignment: All Hit Die: d10 Base Attack Bonus: Good Saves: (Fort, Reflex, Will): Good, Poor, Good Class Skills: Concentration Spellcraft Knowledge (arcana) Survival Use Magical Device Tumble Heal Class Features: Weapons and Armor Proficiency: Martial weapons + Medium armor (and anything as perquisites), no shields (A mage under this article is defined as someone who casts ARCANE magic) Contracts: The only way to validate the bond between the mage and the mageguard is through their contract, the contract is written and signed by both sides. There are usually 3 type of contract: Temporary, Long-Lasting, Marriage (the marriage of two magical entities, not bodies, so gender has no role in this. Althou it is not rare for a couple to get be really married if they have a marriage contract). This contract provides bonuses (DM discretion) for both side of the contract. During the contract period, both sides cannot hurt each other intentionally (there are accidents), if they do try, any attack roll against one another would be an automatic failure and they will receive 1d6 damage as punishment. If either side has broken their part of the contract, a penalty will be given to the side that has broken the contract (the penalty is agreed when the contract is first signed). The contract is important in the fact that it opens up the other specials for use. A termination of the contract happens when either one of the person involved in the contract dies or they are in a plane where magic doesn’t work, there will be no penalty given if termination happens because of such events. The contract can only be signed by pair who have similar moral alignments (good cannot sign a contract with evil). People who are neutral can sign with good or evil. A mageguard can be only signed to one (1) mage at a time. After signing the contract, the mage will not be able to any more magic until he has rested or prepared, and the mageguard became automatically fatigued Grapple Breaker: Mageguards understand the fact that mages often met their death by being grappled, they learned to release anyone that is grappled by striking specific areas of the opponent. Upon a successful attack roll against a opponent grappling another person, there is a 30% (+5% for creature that is 1 size smaller than the mage guard itself, max of 2 size smaller, and +5% for every consecutive attempt of freeing the grappled) of freeing the one being grappled. This attack still deals damage whether if you succeeded or not in freeing the grappled person. This cannot be applied on creatures with indiscernible anatomy (oozes for example) Improved Grapple Breaker:same as grapple breaker but initial sucess rate is increased to 50% Silence (sp): same as the spell. Treat this effect as if it was cast by a mage half the mageguard’s level for the purpose of determining duration. (the rest of the specials below are only available when contracted) Details on the type of Contract: The difference between the types of contract is just the duration, the benefits, how strict the penalties are, and how hard it is to get rid of it. The Temporary contracts are measured in terms of rounds up to months, Long-Lasting contracts are usually measured in years, and marriage contract is for a life time. The benefits get better as you increase in rank (the rank of the contract).Temporary contract have very little to no penalty, and the penalty get’s stiffer as you increase the duration. It is also harder to end a contract. A marriage contract requires that the two people who signed this contract stay in different planes for 10 year before the contract is canceled, the term for termination become more lenient as you go down in contract ranks The exhaustion and the inability to cast spell right after signing a contract that is experienced by the mageguard and mage are said to be caused by the preparation of spells that activates when the pair tries to intentionally hurt each other. Telepathy: The mage and the mageguard, can interact telepathically within 25 ft of each other. Shared Spell List: As the connection between the mage and the mage guards develop, the mageguard is able to tap into the mages memory for its spells. Essentially, the mageguard is able to cast spells up to level 4 spells that the mage knows. When the mageguard casts a spell, treat the calculations using the mageguard’s status (treat a mageguard like a spell caster equal to the mageguard’s level for other types of calculation) Combined Metamagic: The mage and mageguard can cast 1 magic together with a metamagic effect with no added spell level penalties for a limited amount of times per day. The roll is the average of the two person’s roll. (this can only be done only when in telepathic range) Magic Boost: The mage or the mage guard can choose to spend one of the mage’s spell to enhance the mage guard. The mageguard gains an extra general feat for ([Magic level]+1)*6 minutes. (If the mage spends a level 9 spell, the mageguard receives the boost for 60 minutes, level 5 gets 30 min). The new feat can be taken as long as you have the perquisite feat (BAB and status-based perquisites are ignored). Only 1 boost can be active at a time, if the mage decides to change the boost, the previous boost is terminated. The boost stops immediately when the time is up. (With in telepathic distance) Teleport (sp): The mageguard can teleport itself next to the mage in time of emergency for limited amount of time per day. (The mage will always be considered “very familiar” for the sake of determining the accuracy of the spell) Greater telepathy: the telepathy between mage and mageguard improved to within 50ft of each other. Shared Initive: For a limited amount of times per day, the mage and the mageguard’s telepathy warn each other of dangers. when this special is active, at the beginning of an encounter, when rolling initives, the mage and the mageguard share the highest initive rolled between the two, during a surprise round, if either one can take action during surprise round, then both can take action during the surprise round. (only active when in telepathic range) (sry about the tables people, because i somehow just can't get spaces between each other) Base Fort Ref Will Level Attack Bonus Save Save Save Special 1 +1 +2 +0 +2 Contract 2 +2 +3 +0 +3 3 +3 +3 +1 +3 Telepathy, Shared Spell List 4 +4 +4 +1 +4 5 +5 +4 +1 +4 Grapple Breaker 6 +6/+1 +5 +2 +5 7 +7/+2 +5 +2 +5 8 +8/+3 +6 +2 +6 Slience/1 9 +9/+4 +6 +3 +6 10 +10/+5 +7 +3 +7 Improved Grapple Breaker, Teleport/1 11 +11/+6/+1 +7 +3 +7 Shared Initive, Silence/2 12 +12/+7/+2 +8 +4 +8 Combined metamagic/1 13 +13/+8/+3 +8 +4 +8 Greater Telepathy, Teleport/2 14 +14/+9/+4 +9 +4 +9 Silence/3 15 +15/+10/+5 +9 +5 +9 Combined Metamagic/2 16 +16/+11/+6/+1 +10 +5 +10 Teleport/3 17 +17/+12/+7/+2 +10 +5 +10 Silence/4 18 +18/+13/+8/+3 +11 +6 +11 Combined Metamagic/3 19 +19/+14/+9/+4 +11 +6 +11 20 +20/+15/+10/+5 +12 +6 +12 Silence/5 Right now i am thinking about developing more of the mageguard's defense capability. and please don't ask about flavoring... (you are welcome to imput some ideas however) [i will write the flaovring text when i think i am satisfied with the mechanics]) |