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| Armoured Priest05-17-06, 12:19 AM | Battleguard of Tempus Stand my children…Stand and fight for the honour and glory and in my name. The Lord of Battles exemplifies martial conflict. To foster this conflict in the mortal realms a few beings, chosen from birth, are trained to become Battleguards. More then just either a warrior or a cleric, those few who are Battleguards are Tempus’ chosen to fight, lead, and administrate conflicts in all areas of the Lord of Battle’s areas of influence. Alignment: Any Chaotic, or True Neutral. Hit Die: d8 Skills: as cleric Weapon Proficiencies: All simple weapons, and may chose one single Martial Weapon. Armor/Shield Proficiencies: All Armor, and all shields including tower shields Spellcasting: as cleric except as noted below. Also see Charts B and C for spell levels and spells per day. Chart A LVL BAB Fort Ref Will Special Abilities 1 +1 +2 +0 +1 Weapon Focus, create water 3/day 2 +2 +3 +0 +2 Domain, Spell boost 3 +3 +3 +1 +2 Turn/Rebuke Undead 4 +4 +4 +1 +2 Create Food and Water 1/day 5 +4 +4 +1 +3 War Chant +1 1/day 6 +5 +5 +2 +3 Inflame +2 7 +6 +5 +2 +4 Weapon Specialization 8 +7 +6 +2 +4 Domain (Glory or Domination) 9 +8 +6 +3 +4 Rally 10 +8 +7 +3 +5 War Chant +1 2/day 11 +9 +7 +3 +5 Heroes Feast 1/day 12 +10 +8 +4 +6 Inflame +4 13 +11 +8 +4 +6 Fear Aura 14 +12 +9 +4 +6 Mettle 15 +12 +9 +5 +7 War Chant +2 3/day 16 +13 +10 +5 +7 Prying Eyes 1/day 17 +14 +10 +5 +8 Mass Heal 18 +15 +11 +6 +8 Inflame +6 19 +16 +11 +6 +8 Implacable Foe 20 +16 +12 +6 +9 War Chant +3 3/day Level advancement: like the Paladin, if a level of another class is taken, or the alignment shifts out of the allowed alignments, no more levels of Battleguard may be taken. Weapon Focus: as per the feat in PHB Create Water (sp): may be cast 3/day as a Spell Like Ability at Battleguard level Domain: May choose one of Tempus domains (Chaos, Protection, Strength, or War), and gain chosen domain power, and access to domain spells Spell Boost: Treat as one level higher for purposes of caster level checks for breaking SR, level dependent spell effects, and duration. Tempus realizes some battles are fought with spells as well as swords and shields, and so grants this boon. Turn/Rebuke Undead: (su) gains turn undead ability. Treat as 2 levels lower for checks Create food and Water (sp): may be cast 1/day as a Spell Like Ability at Battleguard level War Chant: (su) Battleguard begins a chant to inspire his comrades to greater ability. Treat as the Bard Inspire Courage ability. At level 5 this ability may be used 1 per day with a +1 bonus. At 10th level, the ability can be used 2/day. At 15th level the bonus increases to +2, and can be used 3/day. At 20th level, the bonus increases to +3. Inflame: (su) As a full round action, the Battleguard can inflame the passions of his allies. Any ally who can hear the Battleguard gains a morale bonus on saving throws against any charm of fear effect. The bonus begins at +2 at 6th level. At 12th level the bonus increases to +4, and at level 18 increases to +6. The effect lasts for 1 minute per Battleguard level. (variation of Warpriest ability. CD pg 76) Weapon Specialization: gains feat for weapon chosen at 1st level for weapon focus. Domain (Glory or Dominion). Gains domain and ability. Glory if positive energy channeler, Dominion if Negative energy channeler. Rally: (Ex) A Battleguard not currently under a fear effect may use this ability as a standard action. Allies within 60 ft who are suffering from any fear effects are allowed another saving throw, with a +1 morale bonus/3 Battleguard levels. (variation of Warpriest ability. CD pg 76) Heroes Feast (sp) may be cast 1/day as a Spell Like Ability at Battleguard level Fear Aura: (Su) Once per day a battleguard can emanate a fear aura in a 20-foot radius for 1 round/3 battleguard levels. Foes must make a Will save (DC 10 + ˝ Battleguard Level + Battleguard’s Cha modifier) or be affected as if by a Fear spell. Mettle (Su): If a Battleguard makes a successful Fort, or Will save that would normally reduce the spell’s effect, he suffers no effect instead. Only those spells with a Saving Throw entry of “Will partial,” “Fortitude half,” or similar entries can be negated through this ability. (As Pious Templar ability CD pg 50) Prying Eyes (Sp): may be cast 1/day as a Spell Like Ability at ˝ Battleguard level. Mass Heal (Sp): may be cast 1/day as a Spell Like Ability at Battleguard level. Implacable Foe (Su): At 19th level, a Battleguard can channel positive (or negative) energy to keep allies fighting even after suffering mortal wounds. Activating this ability requires only a move action, but the Battleguard must concentrate to maintain it each round after that. While active, the Battleguard emanates an aura with a 100 ft radius. Allies within the radius may ignore the effects of being reduced to 0 hp or less. However, any creature reduced to –20hp dies immediately. When the effect ends, or if any creature leaves the radius, the normal effects of damage apply immediately. If the Battleguard channels positive energy this ability affects living allies. If the Battleguard channels negative energy, the ability affects undead allies. (Warpriest ability. CD pg 76) Chart B LVL 1 ---------- 2 +1 Divine 3 +1 Divine 4 +1 Divine 5 +1 Divine 6 +1 Divine 7 +1 Divine 8 +1 Divine 9 +1 Divine 10 +1 Divine 11 +1 Divine(?) 12 +1 Divine 13 +1 Divine 14 +1 Divine 15 +1 Divine 16 +1 Divine 17 +1 Divine 18 +1 Divine 19 +1 Divine 20 +1 Divine The level with the (?) beside it could be dropped as well, so that 9th level spells were gained at level 19. (with the Spells per day adjusted accordingly. Chart C = Spells per day LVL 0 1 2 3 4 5 6 7 8 9 1 --------------------------------------------------------------- 2 2 1+1 3 3 2+1 4 3 2+1 1+1 5 4 2+1 2+1 6 4 3+1 2+1 1+1 7 4 3+1 2+1 2+1 8 5 3+1 3+1 2+1 1+1 9 5 4+1 3+1 2+1 2+1 10 5 4+1 3+1 3+1 2+1 1+1 11 5 4+1 4+1 3+1 2+1 2+1 12 5 4+1 4+1 3+1 3+1 2+1 1+1 13 5 4+1 4+1 4+1 3+1 2+1 2+1 14 5 4+1 4+1 4+1 3+1 3+1 2+1 1+1 15 5 4+1 4+1 4+1 4+1 3+1 2+1 2+1 16 5 4+1 4+1 4+1 4+1 3+1 3+1 2+1 1+1 17 5 4+1 4+1 4+1 4+1 4+1 3+1 2+1 2+1 18 5 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1 1+1 19 5 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1 2+1 20 5 4+1 4+1 4+1 4+1 4+1 3+1 3+1 3+1 3+1 Notes concerning Battleguard: This is a first draft. What I’m trying to do here is sort of combine the old Battleguard Specialty priest from AD&D 2nd, with the Warpriest, and Pious Templar into a 20 level class. I’m aiming to be around the same power curve as the traditional cleric. As a nod to the martial abilities of the 2ed Battleguard, I increased the BAB from 75% to 80%, to enable 4 attacks, but still give Warrior melee classes their edge there. I used a moderate Will save progression to balance the increase to BAB. I subtracted 1 max spell per level, and a Spellcasting level to try to make up for the abilities I gave. Most of the spell-like’s a Cleric of equal level can either cast, or be very close to being able to cast it. I also weakened Turn/rebuke a bit to help offset the abilities I added. As this is the first draft, I’m curious to hear commentary. This class was created to help fix some thematic problems with how a specific character (not mine) felt and played in 2nd ed AD&D. Several tries at converting said character have been done, and while they were plenty powerful (some versions even more powerful then this class IMO) it never felt quite right. We have solved this “feel” problem with every character in the campaign except for one (Unearthed Arcana fixed a lot of problems, and the recent PHB II fixed most of the rest). |
| Armoured Priest05-19-06, 08:16 PM | been a few days so.... :bump: |