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| EvilVegan07-07-07, 12:10 PM | Battle Chaplain http://www.wizards.com/dnd/images/oa_gallery/Sohei.jpg "You're good, but you'll need backup." -Ishlaen, battle chaplain A battle chaplain is more than a healer. She is a devoted believer in the need for battle and conflict to prove your worth, but is aware enough to realize that without support even the greatest warrior can fall. They learn the basics of self-defense and offense in order to stay close to their charges without fear of dying. Alignment Any Hit Die d8 Class Skills The battle chaplain's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (nobility and royalty) (Int), Martial Lore (int), Perform (weapon drill) (Cha), Perform (oratory) (cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). (4 + Int) X 4 4 + Int TABLE 1: THE BATTLE CHAPLAIN Base Fort Ref Will Level Attack Bonus Save Save Save Special 1st +0 +1 +1 +1 Insightful defense 2nd +1 +1 +1 +1 Insightful aid 3rd +2 +2 +2 +2 -- 4th +3 +2 +2 +2 Deft healer 5th +3 +2 +2 +2 -- 6th +4 +3 +3 +3 Greater aid (1/5th) 7th +5 +3 +3 +3 -- 8th +6/+1 +4 +4 +4 Bonus Feat 9th +6/+1 +4 +4 +4 -- 10th +7/+2 +5 +5 +5 Mettle 11th +8/+3 +5 +5 +5 -- 12th +9/+4 +6 +6 +6 Greater aid (1/4th) 13th +9/+4 +6 +6 +6 -- 14th +10/+5 +6 +6 +6 Evasion 15th +11/+6/+1 +7 +7 +7 -- 16th +12/+7/+2 +7 +7 +7 Bonus Feat 17th +12/+7/+2 +7 +7 +7 -- 18th +13/+8/+3 +8 +8 +8 Greater aid (1/3rd) 19th +14/+9/+4 +8 +8 +8 -- 20th +15/+10/+5 +9 +9 +9 Urgent reaction TABLE 2: THE BATTLE CHAPLAIN Maneuvers Maneuvers Stances Level Known Readied Known 1st 4 4 1 2nd 5 4 2 3rd 6 4 2 4th 6 5 2 5th 7 5 2 6th 7 5 3 7th 8 6 3 8th 8 6 3 9th 9 6 3 10th 9 7 3 11th 10 7 4 12th 10 7 4 13th 11 8 4 14th 11 8 4 15th 12 8 4 16th 12 9 4 17th 13 9 5 18th 13 9 5 19th 14 10 5 20th 14 10 5 Class abilities The following are the class abilities of a battle chaplain. Weapons and Armor Battle chaplains are proficient in all simple weapons, flails, heavy flails, glaives, guisarmes, ranseurs, and whips. The are proficient with light and medium armor, and shields (except tower shields). Maneuvers Known You begin your career with knowledge of six maneuvers. The disciplines you have available to you are Crystaline Unicorn, Setting Sun, and Inner Light. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by battle chaplains is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. You learn additional an maneuver at 2nd level and at each odd level. You must meet a maneuver's prerequisites to learn it. Upon reaching 4th level, and at every even numbered battle chaplain level after that (6th, 8th, 10th, and so on), you may choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You may choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a new maneuver of the same level. Maneuvers Readied You must ready all of your known six maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you may ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below) A battle chaplain is driven by the needs of others. Whenever you or an ally is successfully struck or targetted with a spell by an opponent you may recover one expended maneuver as free action. You must be able to see both your ally and the opponent that struck him. Stances Known You begin play with knowledge of one 1st-level stance from any discipline open to you. At 2nd, 6th, 11th, and 17th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike maneuvers, you cannot learn a new stance at higher levels in placeo f one you already know. Insightful Defense You add your wisdom modifier (if positive) as a dodge bonus to AC while fighting defensively or taking the full defense action. Insightful Aid Beginning at 2nd level you add you wisdom modifier to rolls to aid another. Deft Healer Beginning at 4th level you may attempt to heal your charges using more difficult techniques. If you increase the DC of long-term care a heal check by +5 and successfully make your check your charges heal 50% more hit points and ability damage: 3 hit points per level and 3 ability score points for a full 8 hours of rest in a day, 6 hit points and 6 ability score points for each full day of rest. Each +5 increase beyond this heals yet another 50 % increase (4/8 for DC 25, 5/10 for DC 30, 6/12 for DC 35, etc). You choose how much to raise the DC of the heal check, and a failed check yields no benefit. Greater Aid At 6th level you are able to provide more aid to others. Depending on how well you assist them they accomplish their tasks more easily. When you successfully aid another he adds 1/5th of the check result (rounded down) to his check instead of the standard +2. For instance if you rolled a 27 on your aid another check he would gain a +5 bonus. At 12th level they may add 1/4th of your roll result instead of 1/5th. At 18th level they may add 1/3rd of your roll result instead of 1/4th. Bonus Feat At 8th level and again at 16th level a Battle Chaplain gains a bonus feat chosen from the following: Amplified Light, Unicorn's vigor, improved initiative, combat reflexes, combat expertise, improved trip, imrpoved disarm, skill focus, . . .??? They must meet all prerequisites to choose the feat. Mettle At 10th level Evasion At 14th level Urgent reaction At 20th level a battle chaplain may take one additional immediate action per encounter. New Disciplines: Crystaline Unicorn The crystaline unicorn discipline focuses on restoring vitality and health, as well as avoiding harm alltogether. The key skill for Crystaline Unicorn is Heal. Its associated weapons include dire flail, flail, heavy flail, nunchaku, sai, and sickle. 1st Ablative Shield: Boost - Grant adjacent ally DR 5/adamantine for one round with a successful Heal check. Bolstering Presence: Stance - Allies gain bonus hit points equal to your twice your initiator level. These hit points last until the end of the current encounter. Soothing Touch: Strike - You heal target 1d6 + initiator level up to a minute after he takes damage. Staunch: Counter - You immediately close a wound dealt to you or an ally, reducing damage taken from one source by 50%. Unassuming Awareness: Stance - You position yourself in a way that leads others to ignore you and allows you to perceive conditions affecting allies with a successful heal check. 2nd Improved Soothing Touch: Strike - You heal target 2d6 + initiator level up to a minute after subject takes damage. Martyr Block: Counter - You take damage dealt to an adjacent ally if this damage would cause the target to fall below 0 hp. Poison Chakra Block: Strike - You block the flow of poison through the blood stream, delaying its effects for one hour. 3rd Crystaline Unicorn Purge: Strike - You remove one negative condition from target and their movement is reduced by half for 1 round. Greater Soothing Touch: Strike - You heal target 3d6 + initiator level up to a minute after he takes damage. Healing Aura: Stance - You radiate healing energy that heals 1% of maximum hit point total per round up to half maximum hit points. 4th Greater Martyr Block: Counter - You may take the damage dealt to an adjacent ally if he is below half his maximum hit points. Protect Life: Counter - You may block a targetted death or negative energy effect, target gains immunity to death effects and any negative energy for 1 round. Supreme Soothing Touch: Strike - You heal target 4d6 + initiator level up to a minute after he takes damage. 5th Fear Not the Reaper: Stance - Allies within 30' gain the benefit of the die hard feat and gain fast healing 2 when at less than 10% health. While at negative hit points they gain a +4 morale bonus to attacks and immunity to fear. Greater Ablative Shield: Boost - Grant adjacent ally DR 10/adamantine for one round with a successful Heal check. Soothing Wave: Strike - You release a wave of soothing relief that heals all allies within an area 1d6 + your initiator level up to a minute after they take damage. 6th Alicorn Flourish: Boost - Teleport ally 50' away from enemies as a swift action. Improved Soothing Wave: Strike - you release a wave of soothing relief that heals all allies within an area 2d6 + your initiator level up to a minute after they take damage. Unicorn's Tear: Strike - Heal target 5 points of damage per initiator level. 7th Greater Soothing Wave: Strike - you release a wave of soothing relief that heals all allies within an area 3d6 + your initiator level level up to a minute after they take damage. Unicorn's Blessing: Counter - You teleport next to target and touch them, healing them for 5 points of damage per initiator level immediately after they are struck by an opponent. 8th Perfect Shield: Boost - Grant adjacent ally DR 10/- and immunity to critical hits for one round with a successful Heal check. Sorrow of the Wounded Colt: Stance - You gain regeneration 10 and take 50% of all adjacent allies' damage. You may only enter this stance after you or an ally has taken damage and may only remain in it for up to 2 rounds after you or they have taken damage from any true threat. Damage dealt directly to you (not through damage transfer) is lethal. Supreme Soothing Wave: Strike - you release a wave of soothing relief that heals all allies within an area 4d6 + your initiator level level up to a minute after they take damage. 9th Complete Recovery of Body and Soul: You completely heal one target and remove all negative conditions caused within the last hour, including death. Target also gains bonus temporary hit points equal to your remaining hit points. You drop to -1 hit point and are stable. A single person may only benefit from this maneuver once per day. Inner Light The order of lorelei teaches you to bring out your inner light so that others may be graced by its glory . This discipline focuses on improving the abilities of others and shares some similarities with White Raven, but unlike white raven this focuses more on supporting from behind than leading from the front. Diplomacy is the key skill of Inner Light. The glaive, guisarme, longspear, ranseur, and whip are associated weapons for Inner Light. 1st Harrying Strike: Strike - Whenever you strike an oppoent, instead of dealing damage you may choose to grant a single adjacent ally a free attack of opportunity against this foe with a +4 bonus to hit. Laughing Martyr: Counter - Whenever you are successfully hit by an attack of opportunity you throw your attacker off balance granting one ally of your choice an attack of opportunity against him. Your opponent may realize you're deliberately provoking him with a successful DC 15 sense motive check, but this does not prevent this counter from working. Soul Shield: Boost - You or ally gains a +4 deflection bonus to AC for one round. Vexing Opponent: Stance - Whenever you and an ally flank an opponent all allies attacking this opponent gain +1 to attack rolls and +1 to rolls made to confirm criticals (which stacks with initial +1 to attack rolls) for every two allies that are flanking the same opponent. Inspiring Visage: Stance - You radiate bright light in a 10' radius. You and all allies that can see you gain a morale bonus on all attack rolls and saves vs fear equal to 1 plus 1 per six initiator levels. 2nd Enhancing Ward: Boost - You or an ally gain +4 enhancement bonus to one ability score. May only have one of these active on one target at any one time. Lasts 1 minute. Luck's Reprieve: Counter - You or Adjacent Ally may reroll a d20 roll, taking the better of the two rolls. 3rd Blinding Flash: Strike - Your strike causes a subject to be blinded by your inner light (Fort DC 13 + Cha) for 1 round. Defensive Alacrity: Boost - You grant an adjacent ally a +30 enhancement bonus to speed and the ability to move without provoking attacks of opportunity until the beginning of your next turn. Resplendent Emanation: Stance - You radiate bright light in 20' radius. Allies within this light gain +2 sacred bonus to AC, will saves, and Charisma checks. 4th : Strike - Soul Guardian: Boost - You or ally gains a +6 deflection bonus to AC for one round. Taskmaster's Lash: Strike - You may grant an ally you threaten an additional standard action by striking him. You must attempt to actually harm the target. This standard action occurs during your turn. Their normal round is otherwise unaffected. 5th Beacon of the Unending March: Stance - Radiate bright light in a 30' radius. While within this light completely suppresses the effects of fatigue and exhaustion. You and allies gain +10 bonus to speed and the Run feat. Dire Harrying Strike: Strike - As harrying strike, but the attack of opportunity automatically threatens a critical. Enhancing Aura: Boost - Grant all adjacent allies +6 enhancement bonus to one ability score. Each target may only benefit from one enhancement aura at a time and all allies gain a bonus to the same ability. Enhancement bonus lasts for one minute. 6th Blinding Glory: Strike - All enemies within 30' must make a save (Fort DC 16 + Cha) or be blinded for 1 round. Interposing Soul Guardian: Counter - Immediately grant you or an adjacent ally +8 deflection bonus to AC against one opponent until the end of the target's turn. Magnificent Enhancment Ward: Strike - You grant one ally a +6 enhancement bonus to all ability scores until after you take another action (move, standard, full-round, swift, or immediate) or they move out of sight. 7th Guiding Light: Strike - Make a successful touch attack against an opponent and illuminate openings in his defenses. Anyone or anything targetting this opponent gets a +5 insight bonus on their attack rolls until the beginning of your next round. ?: Strike - ? ?: Strike - ? 8th Gathered Soul Guardians: Boost - Grant yourself and all adjacent allies +10 deflection bonus to AC for 1 round. Horrid Harrying Strike: Strike - As harrying strike but you may grant an attack of opportunity to any number of adjacent allies. Radiant Glory: Stance - Radiate bright light in a 40' radius. Enemies within this radius suffer a 25% miss chance. 9th Glowing Vestibule of the Unfettered Soul: Strike - You release the full glory and light that resides within you shedding light in a 120' radius. All allies in range gain a +10 bonus to hit, AC, and saves and a +30 bonus to speed until the beginning of your next turn. New Feats Amplified Light Prerequisite: One Inner Light Stance Benefit: Whenever you are in an Inner Light stance with a light radius the area is doubled. Unicorn Vigor Prerequisite: One Crystaline Unicorn maneuver and one Crystaline Unicorn stance. Benefit:Any time you execute a maneuver you may heal an adjacent ally 2 points of damage. If the maneuver is one that normally heals damage you instead heal 1d4+1 to an adjacent ally. Bastion of Light [Tactical] Prerequisite: Amplified Light, Weapon Focus (Any Inner Light Weapon), Combat Expertise, BAB 6+ Benefits: Dazzling Brilliance: Enemies within the radius of light aura from your Inner Light stance are dazzled. Distracting Glare: Grant an ally +2 dodge bonus to AC, +4 dodge bonus to AC if they fight defensively, and +6 dodge bonus to AC if they take a full-defense against any attacks from opponents you threaten. Insightful Glow: Whenever you use combat expertise you add your wisdom modifier (if positive) as a dodge bonus to your AC. This bonus cannot exceed the bonus granted by combat expertise (or improved combat expertise). For example if you have a +3 wisdom modifier and subtract 2 from your attack rolls for combat expertise, you only gain a +2 dodge bonus from you wisdom modifier. Unicorns like Tactical Feats [Tactical] Prerequisite: Unicorn Vigor, 9 ranks in Heal, BAB 6+ Benefits: Sustained Vigor: Any time you use a Crystaline Unicorn maneuver to heal an ally they gain fast healing 1 for a number rounds equal to your ranks in heal. 2) ? 3) ? ================================= Tome of Battle brought a lot of interesting options to the table, one of which is formerly spell-like effects (teleporting, AoE blasts, conditions) being performed as extraordinary and supernatural abilities. The book has a lot of useful stuff for those who want to blast through their enemies in melee combat (and a bit of ranged abilities). What it doesn't have is a way to make this work for non-melee-combatant-focused characters. Tempest et al are working on the ranged combatant and others have covered other areas of combat. I would like to make a play at using the system to rework how magic works in D&D, and I would like to start with one of the more "boring" archetypes: The Healer/Supportive archetype. And since I've been playing too much Tales of the Abyss recently I'm going to rip off the name (but not the flavor) for my new class/discipline. Order of Lorelei The order of Lorelei came into existance during the rise of the 9 schools of the Martial Adepts. These were the healers and assistants of the adepts, who followed them into battle to tend to their wounds and lead them to greater deeds. While working in close proximity to their charges they started to pick up some of the rigorous training routines and survival techniques from their comrades in order to follow them into the thick of the combat so that they could be of even greater aid. The first of these chaplains to collect and organize these routines into a true Discipline was Lorelei, the first Battle Chaplain. This is very much a work in progress, please post preliminary thoughts or suggestions and I will continue editting this as time goes on. |
| fatal error07-07-07, 05:45 PM | I like it. Inner Light seems like the defensive brother of White Raven. One suggestion off the top of my head, change "Don't Fear the Reaper" to "Fear Not the Reaper." |
| Jolly Josh07-07-07, 09:15 PM | 9th Complete Recovery of Body and Soul: You completely heal one target and remove all negative conditions caused within the last hour, including death. Target also gains bonus temporary hit points equal to half of his maximum hit point total, these last one minute. A single person may only benefit from this strike once per day. Make it take you(the Battle Chaplain) to -1 hp stabilized or something. Otherwise, you just made true res useless. Inner Light Seems like inner light is a bunch of dragon shamans auras but twice as good :) |
| EvilVegan07-08-07, 08:06 AM | I like it. Inner Light seems like the defensive brother of White Raven. One suggestion off the top of my head, change "Don't Fear the Reaper" to "Fear Not the Reaper."But Fear Not the Reaper doesn't rock, nor does it have nearly enough cow bell. :D But yes, that does line up better with the other names. Make it take you(the Battle Chaplain) to -1 hp stabilized or something. Otherwise, you just made true res useless.YAY! No more true res! :P Yes, it definitely needs a drawback. Seems like inner light is a bunch of dragon shamans auras but twice as goodAnd the best part of that is I've never read dragon shaman. I'll tone them down a bit. |
| Callix07-08-07, 08:49 AM | One issue: can Battle Chaplains use maneuvers out of combat? If so, do they start their next encounter with all maneuvers available. Finally, what's to stop the PC's holding a boxing match, the Battle Chaplain recovering a bunch of maneuvers, and removing all the nonlethal damage and then some left-over damage. Also, they probably need "as swordsage" maneuvers known/readied, since their recovery mechanism stops them using boosts and counters. |
| EvilVegan07-08-07, 11:05 AM | One issue: can Battle Chaplains use maneuvers out of combat? If so, do they start their next encounter with all maneuvers available. Finally, what's to stop the PC's holding a boxing match, the Battle Chaplain recovering a bunch of maneuvers, and removing all the nonlethal damage and then some left-over damage. Also, they probably need "as swordsage" maneuvers known/readied, since their recovery mechanism stops them using boosts and counters.I'm going to use the same limiting features for healing abilities as crusader maneuvers already have "they have to take damage from a serious threat" and additionally there is a time limit on when they can heal so a spar between friends would allow them to only heal the damage dealt during the spar. After fights I don't see any way to heal above half-way. They can cover the remainder with wands of vigor. I was even contemplating giving them a few per-day class abilities for between combat healing. I was thinking swordsage for the maneuver chasis, so thats another vote in favor. Its probably what I'll end up with... |
| EvilVegan07-28-07, 09:28 AM | Ok, I need help with some feats (at the bottom of the first post) and I've tidied up a bit. |
| Jolly Josh07-28-07, 11:59 AM | Bastion of Light [Tactical] Prerequisite: Amplified Light, Weapon Focus (Any Inner Light Weapon), Combat Expertise, BAB 6+ Benefits: Dazzling Brilliance: Enemies within the radius of light aura from your Inner Light stance are dazzled. Distracting Glare: Grant an ally +2 dodge bonus to AC, +4 dodge bonus to AC if they fight defensively, and +6 dodge bonus to AC if they take a full-defense against any attacks from opponents you threaten. Insightful Glow: Whenever you use combat expertise you add your wisdom modifier (if positive) as a dodge bonus to your AC. This bonus cannot exceed the bonus granted by combat expertise (or improved combat expertise). For example if you have a +3 wisdom modifier and subtract 2 from your attack rolls for combat expertise, you only gain a +2 dodge bonus from you wisdom modifier. +2 dodge bonus to an ally... is that any ONE ally? Or can i grant +2 to my army of 100 followers? :) Insightful Defense You add your wisdom modifier as a dodge bonus to AC while fighting defensively or taking the full defense action. do I add it twice if I'm fighting defensively and combat expertising with Insightful Glow? |
| EvilVegan07-28-07, 12:16 PM | +2 dodge bonus to an ally... is that any ONE ally? Or can i grant +2 to my army of 100 followers? :)If you can somehow manage to threaten someone that can target that many people sure. :) It works especially well with 300 undead cats. It also stacks with aid another if you didn't notice that combo. Do I add it twice if I'm fighting defensively and combat expertising with Insightful Glow?Dodge bonuses stack and you know it! I intended for it to stack. So for -19 to attack you get +17 to AC + wisdom bonus twice + tumble bonus (if applicable). Thats with improved combat expertise, otherwise its just -9 to attack + 7 to AC + wisdom bonus + wisdom bonus (max 5) + tumble bonus. It gets AC really high, but this is while doing nothing but making poorly landed standard action hits. It may be a bit high. . . but its balanced against ToB, so thats fine. BTW, Blaise is going to be playing this in my campaign in 2 weeks, so we'll get some actual play-testing going. Chaotic Good Uruk Battle Chaplain. Where're we going to play? Get your house in D&D order! I need to make up a new class for me to DMPC. . . I think I'll play the princess. . . she needs an umbrella and the ability to float. . . |
| LoneFlame07-28-07, 01:16 PM | Look up Healing Touch in Complete Mage for an extra idea for healing stuff. Also, I fail to see what the Battle Chaplain wouldn't be able to use Maneuvers outside of combat. All the other classes can. |
| EvilVegan07-28-07, 04:10 PM | There's no reason they wouldn't be able to use maneuvers outside of combat, but they can't heal damage with maneuvers unless someone is threatened (unless otherwise noted). This is the same as a crusader's healing maneuvers. Crusader's can't use healing maneuvers outside of combat. Battle Chaplains are limited in the same way as crusaders. |
| EvilVegan07-29-07, 03:02 PM | Editted just a little bit more. Fixed wording on a few things. It still needs some work on the feats and anywhere there's a ??. . . |
| PrinceCurtis09-17-07, 11:49 PM | Done already? Or just taking a breather? |
| EvilVegan09-18-07, 08:43 AM | Currently playtesting in a campaign. Most of it is good as is, some manuevers may need to be rebalanced, but overall lookin good. |
| Shedeo10-20-07, 06:58 PM | Wow, I really like this class, its exactly what I've been looking for! A game I'm joining needs a healer, and I HATE spells/day. Good job on the maneuvers as well, EvilVegan. I do have one question, though. Do you have any ideas on what the later strikes or class features are going to be? I'm hoping to be able to play one of these, albeit in a non-ToB game, and could use some insight, even though we're only level 3. On an unrelated note, I don't mean to be too forward, but if you want some ideas, I'm sure I could come up with something. :) |
| EvilVegan10-21-07, 08:32 AM | Please come up with additions for it! :) I ran out of steam, but I do have a person playing it in a campaign currently. Part of our problem right now is there are only 2 players, so he never has to worry about who to heal. But it hasn't shown itself to be over-powered, just really good at keeping people alive. Playtesting isn't going as quickly as I had hoped, however, so any additional input would be fantastic. Oh, and be aware the maneuvers are all in my version of short-hand because I knew what the initiation action was going to be like. It can take a little mid-game rebalancing, such as changing some things to swift or standard actions. Run it by your DM, but it's a really fun replacement for the bard/healer/cleric. |
| Shedeo10-21-07, 08:48 PM | Alrighty, I'll see what my brain can cook up. Presently, we're level three. My DM is allowing me to take Hobgoblin as a LA +0 race, and that's the race I'll be playing it as, working the Battle Chaplain as a "secret" form of combat abilities created specifically by the Hobgoblins. As for other abilities, Evasion at 10 and Mettle at 14 seemed to jump out at me, but that might just be because I love those abilities. ^^ |
| EvilVegan10-22-07, 08:12 AM | Those are fun and do fit with the protected protector theme. |
| Karzach10-22-07, 11:36 AM | Considering it has...well Medium saves across the board, I'd probably suggest against Evasion AND Mettle, he'd be something of an anti-spell juggernaut then. Thematically speaking, Mettle works better here methinks. |
| EvilVegan10-22-07, 11:46 AM | So mettle at 10, evasion at 14? And for those that don't like "medium" saves, you could easily do the pseudo-medium saves like those available to scouts/hexblades. Look at battle fortitude (scout). It grants a minor bonus to Fortitude saves, which works out to be exactly the same as a medium progression. For those with a snotty DM, just change it to all poor saves, with an ability that grants a moderate bonus to all saves +1/+2/+3 at 4, 9, 17 (or something, whatever/whenever scout gets bumps). |
| Karzach10-22-07, 03:58 PM | Uhh...I'd probably suggest Mettle at 10, then something that isn't evasion at 14. Granted, this class doesn't have a big offensive punch, but I don't necessarily think the class needs THAT much resistance to spells/spell-like abilities, even if it's only packing medium saves (no, I don't really care if it has medium saves or not. Just saying I'd probably rate a medium save + evasion/mettle to be better than a strong save) In my previous post, I was saying that you should choose Mettle OR evasion, not both, and that I'd probably go with Mettle, personally. |
| EvilVegan10-25-07, 02:48 PM | Ya, I just don't know what to do at 14. I like mettle for them more than evasion. |
| Shedeo10-26-07, 04:12 PM | Ya, I just don't know what to do at 14. I like mettle for them more than evasion. I agree with the part about Mettle. As for level 14... Wow, I really don't know either. :confused: |