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| Turbosloth11-05-07, 07:23 AM | This class is based on the paladin from warcraft 3, its abilities having been modified for dnd. I am aware this is highly uncreative of me. I don't care. Thought I'd get that out the way before people start flaming me for ripping it off. Divine Guardian Divine guardians are the ultimate protective warriors. Focused on keeping both them and their allies alive, they stand on the front lines of battle and take the blows their allies cannot. What sets them apart from other such warriors, however, is their ability to directly extend divine protection to their allies when they cannot take the blows for them. Game Rule Information Abilities: Strength and Constitution are the most important statistics for Divine Guardians, as they tend to be at their element in the thick of combat. Dexterity can be useful, but very high dexterity scores are usually offset by the heavy armour Divine Guardians typically wear. Charisma improves their healing ability. Alignment: Lawful good or Neutral good Hit Die: d10 Class Skills: Climb, Craft, Handle animal, Intimidate, Jump, Ride, Swim Skill Points: 2+int modifier per level LVL.....BAB.....Fort.....Ref.....Will... .Special .1........+0......+2.......+0......+0... ..Devotion Aura (+1) .2........+1......+3.......+0......+0... ..Holy light (1/day) .3........+2......+3.......+1......+1... ..Divine Shield (1 round) .4........+3......+4.......+1......+1... ..Devotion aura (+2) .5........+3......+4.......+1......+1... ..Holy light (2/day) .6........+4......+5.......+2......+2... ..Devotion aura (+1 Fort) .7........+5......+5.......+2......+2... ..Devotion aura (20ft) .8........+6......+6.......+2......+2... ..Holy light (3/day) .9........+6......+6.......+3......+3... ..Divine Shield (2 rounds) .10......+7.......+7.......+3......+3... .Devotion aura (+3) .11......+8.......+7.......+3......+3... .Holy light (4/day) .12......+9.......+8.......+4......+4... .Devotion aura (+1 Will) .13......+9.......+8.......+4......+4... .Devotion aura (+4) .14......+10.....+9.......+4......+4.... .Holy light (5/day) .15......+11.....+9.......+5......+5.... .Divine Shield (3 rounds) .16......+12.....+10......+5......+5.... Devotion Aura (30ft) .17......+12.....+10......+5......+5.... Holy light (6/day) .18......+13.....+11......+6......+6.... Devotion aura (+1 Ref) .19......+14.....+11......+6......+6.... Devotion aura (+5) .20......+15.....+12......+6......+6.... Combat Resurection Class Features Weapon and Armor Proficiency: A Divine protecter is proficient in all simple weapons, all armour, sheilds (but not tower shields) and one martial weapon of his/her choice. This choice is made at first level and cannot be changed. Devotion Aura: Starting at first level, all allies within 10 feet of the Divine Protector (including the Divine Protector themself) Gain a +1 divine bonus to their armour class. This ability is always active, and is considered a supernatural ability. This bonus increases to +2 at 4th level, +3 at 10th, +4 at 13th, and +5 at 19th. At 7th level the bonus applies to all allies within 20ft. At 16th this is further extended to 30ft. Starting at 6th level all allies under the influence of the devotion aura gain +1 divine bonus to their fortitude saves in addition to the armour bonus. At 12th level this bonus applies to will saves. At 18th level it applies to reflex saves. Holy Light: Starting at second level, the Divine Protector gains the ability to channel positive energy through one target within 20ft. This is a supernatural ability, and activating it requires a standard action but does not provoke attacks of opourtunity. If the target is a living creature it is healed for an amount of hitpoints equal to (Class level + Charisma modifier)X3. If it is an undead creature it will be damaged for an amount equal to (Class level + Charisma modifier)X2, with no save and no spell resistance. This ability can be used 1/day at 2nd level, 2/day at 5th, 3/day at 8th, 4/day at 11th, 5/day at 14th, and 6/day at 17th Divine Shield: Starting at 3rd level, the Divine Protector gains the ability to create an incrediably powerful shield around himself once a day. While the shield is active it prevents any and all damage the Divine Protector would take, and renders him/her immune to all magic allowing spell resistance unless that magic is harmless. Furthermore, ongoing harmful effects are suspended for the duration of the sheild (they have no effect but their durations do not count down. In the case of a multiple target effect this applies only to the Divine Protector). This includes spells, poisons, disease and any and all other effects. Activating this ability is a free action that does not provoke attacks of opportunity, but can only be taken in your turn. It is considered a supernatural ability. This ability lasts one round (i.e. until the start of your next turn). At level 9 this increases too 2 rounds. At level 15 it increases too 3 rounds. Combat Resurection: At 20th level the Divine Protectors power has become so great he can reverse death. Once per week he may use the spell-like ability "Combat Resurection". This functions as a True Resurection spell with the following exceptions Casting time: 1 full round Range: 20ft Target: Any one ally that has been dead 1 minute or less. This requires no material components. However, after using this ability the Divine Protector becomes Exhausted. This exhaustion cannot be prevented by any spell, feat or ability. It also cannot be removed by any spell, feat or ability, and lasts until the Divine Protector has had enough natural rest to remove the effect. |
| vorpo11-05-07, 08:47 AM | Pls drop me a note in the Peach Market (http://forums.gleemax.com/showthread.php?t=945547) as to what category to list you under. |
| Turbosloth11-07-07, 12:03 AM | Wow, no responses at all? at least one would be nice, i'm about to use it for an NPC and i just wanted to see what people thought... |
| Shinigami4211-07-07, 11:08 AM | The Divine Shield ability seems a bit strong. Unless I am mistaken, three rounds of total immunity would be quite unbalancing at higher levels. Of course, this is offset by the Divine Guardian's complete lack of offensive skills. I know the Paladin only has four spells, but perhaps giving the DG a paladin spell progression would help a bit. |
| Turbosloth11-08-07, 12:25 AM | The Divine Shield ability seems a bit strong. Unless I am mistaken, three rounds of total immunity would be quite unbalancing at higher levels. Of course, this is offset by the Divine Guardian's complete lack of offensive skills. I know the Paladin only has four spells, but perhaps giving the DG a paladin spell progression would help a bit. so you think divine shield is overpowered, but overall the class is underpowered... I could make it so you have to choose spellshield (spell resistance infinite but no protection against physical damage) or physical shield (armour class infinite but no protection against spells) when you activate it... that would be a big nerf overall if i'm going to give it a buff i'm going to make it fighter attack bonus rather than paladin casting, I think... Thoughts? |
| Turbosloth11-14-07, 12:51 AM | ok, bump... i'm starting a campaign with one as an npc on monday, so last chance for input... |
| RobbyPants11-14-07, 02:07 PM | I like the devotion aura, but I agree that Divine Shield is too powerful. Consider choosing one of the following benifits instead: Grant a %miss chance for attacks during the duration. Perhaps it starts at 10% and works its way up to 50%. Grant temporary HP instead. This soaks up damage, but it will eventually run out. 5 per level seems suitable. Have the temp HP last one hour. Maybe you can use it once per day, and get more uses later. Grant some form of Damage Reduction. This is a simple solution that seems to fit the bill. Maybe DR 1/- working up to DR 5/-. Energy resistance and/or spell resistance could be a good thing to work in. If you use spell resistance, don't do it too early. I wouldn't grant it until about 9th to 12th level. Have it be the class level + 11. Also, consider adding about two or three more class skills. With a name like "divine guardian", Knowledge (Religion) seems to fit the bill. Concentration might be good thematically, and would help for multi-class cleric/divine guardians. One last note about formatting: if you use [CODE] tags, you can format your table without having .'s for spacing. If you need more help on this, let me know. All-in-all, nice idea. Hopefully you can get it fleshed out soon. :D |
| RobbyPants11-15-07, 10:41 AM | Turbosloth, I put the table into tags. If you want to use this, just copy my post and take the table. Still, I like the idea for the class, and may use a slightly modified version in my own game. ;) [code]LVL BAB Fort Ref Will Special ________________________________________ ________________________ 1 +0 +2 +0 +0 Devotion Aura (+1) 2 +1 +3 +0 +0 Holy light (1/day) 3 +2 +3 +1 +1 Divine Shield (1 round) 4 +3 +4 +1 +1 Devotion aura (+2) 5 +3 +4 +1 +1 Holy light (2/day) 6 +4 +5 +2 +2 Devotion aura (+1 Fort) 7 +5 +5 +2 +2 Devotion aura (20ft) 8 +6 +6 +2 +2 Holy light (3/day) 9 +6 +6 +3 +3 Divine Shield (2 rounds) 10 +7 +7 +3 +3 Devotion aura (+3) 11 +8 +7 +3 +3 Holy light (4/day) 12 +9 +8 +4 +4 Devotion aura (+1 Will) 13 +9 +8 +4 +4 Devotion aura (+4) 14 +10 +9 +4 +4 Holy light (5/day) 15 +11 +9 +5 +5 Divine Shield (3 rounds) 16 +12 +10 +5 +5 Devotion Aura (30ft) 17 +12 +10 +5 +5 Holy light (6/day) 18 +13 +11 +6 +6 Devotion aura (+1 Ref) 19 +14 +11 +6 +6 Devotion aura (+5) 20 +15 +12 +6 +6 Combat Resurection |