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| Wargamer03-30-07, 06:46 AM | The Tabberriek City Guard: There is a saying in the kingdom of Evad for those who are utterly insane. "Mad as a Rieker." The Tabberriek City Guard are utterly fearless, and deeply prideful. They would rather die than give ground to an enemy, and their history is filled with famous last stands. Indeed, the very origins of the city begin with a small farming town that stood defiant, dying to the last man, woman and child rather than surrendering. The proud warriors who now march under the colours of Tabberriek continue this ideal. The City Guard is recruited almost exclusively from the soldiers of Tabberriek, but it is not unknown for outsiders to be accepted if they show sufficient worth. The warrior must be brave, however, and willing to face down any foe. They are drilled to fight as a unit, forming an unbreakable line upon which the blades of the enemy are shattered time and again. To be one of the Tabberriek City Guard is to be respected by your allies and feared by your enemies. However, it is ultimately a death sentence, for every man who ever bore the mantle of City Guard has died on the field of battle. Prerequisits: Base Attack Bonus: +6. Allignment: Lawful Good or Lawful Neutral. Proficiency: Must be proficient with Heavy Armour, Tower Shield and Bastard Sword. Special: Must have stood ground against a superior opponent (ECL 2 higher than your own), or when outnumbered four to one or more. Special: Must be accepted by a Tabberriek City Guard of level 6 or higher. HD: D10. Skills: As Fighter. BAB Fort Ref Will Abilities 1. +1 +2 +0 +0 Castle Wall (+2), Tabberriek Vow, Unbending Will. 2. +2 +3 +0 +0 Die Hard. 3. +3 +3 +1 +1 Fight as One (+2). 4. +4 +4 +1 +1 Damage Reduction (1/-) 5. +5 +4 +1 +1 Castle Wall (+4). 6. +6 +5 +2 +2 Set Sword. 7. +7 +5 +2 +2 Fight as One (+4). 8. +8 +6 +2 +2 Damage Reduction (2/-) 9. +9 +6 +3 +3 Castle Wall (+6). 10. +10 +7 +3 +3 Living Castle. Castle Wall: At first level, the Tabberriek City Guard is trained how to adopt a near unbreakable formation known as "Castle Wall". The Castle Wall formation requires at least four Tabberriek City Guard, formed up in two ranks of two, or one rank of four. All participants must make a Defencive Stance full-round action. Once this is done, the entire unit is in "Castle Wall" formation until the formation is broken (ie: someone moves away or is killed). The formation itself may move 5' per turn without breaking formation. At level 1, all Tabberriek in Castle Wall gain +2 AC in addition to all other benefits. This increases to +4 at Level 5, and +6 at Level 9. Damage Reduction: At 4th Level, a Tabberriek City Guard gains Damage Recution 1/-. This increases to Damage Reduction 2/- at 8th level. Die Hard: At 2nd Level, the Tabberriek City Guard gains Die Hard as a Bonus Feat, even if he does not meet the prerequisits for this feat. Fight As One: At 3rd Level, the Tabberiek City Guard gains +2 to all Attack rolls when fighting in Castle Wall formation. At 7th Level, this increases to +4. Living Castle: At 10th Level, the Tabberriek City Guard can gain all the benefits of being in Castle Formation on their own, so long as they make a Total Defence action (to enter Castle Formation), and do not move in subsequent turns. Set Sword: At 6th Level, the Tabberriek City Guard can set their Bastard Sword against a charge when in or entering Castle Wall formation, as if it were a Halberd. The Tabberriek Vow: Tabberriek City Guard swear vows never to give ground, no matter the odds. Once battle is joined (ie: they are aware of an enemy within 120', are fired upon by arrows, etc) the Tabberriek City Guard may not flee from the enemy. They must either hold ground, or advance toward the enemy. Note that they may advance away from enemies, but only if doing so would bring them into an even bigger fight (ie: they can ignore Goblins in order to attack Ogres, but not the other way around), and only if the alternative target is within 120'. If at any point a Tabberriek City Guard knowingly breaks their vow, they loose all skills and abilities gained from this class until they are forgiven and reinstated by a member of the Tabberiek City Guard (Atonement spells do not work!). Unbending Will: Tabberriek City Guard have Spell Resistance against mild-altering magics equal to their Class Level x 10 (so a Level 4 Tabberriek City Guard has SR 40 against Charm, Sleep, etc). In addition, they are immune to Fear. |
| Khatoblepas03-30-07, 04:05 PM | Pretty good, though most of it's abilities rely on there being four people in the same prestige class. I'm guessing this is an NPC class? I have a couple of questions: - It's a little weak in terms of the castle wall. They could easily be taken out by a stray fireball, though they are practically immune to charm effects. Odd, since in the heat of battle charm person wouldn't be my first choice. Sure, castle wall's good against melee, but... mages will just trample over them - Why a bastard sword? A reach weapon would be more effective to set against a charge. A 5ft range while only moving 5ft is suicidal. - If they flee they lose their class features? Even if hopelessly outnumbered? This vow is even stricter than the paladin's! Hmm.. I don't know. |
| Wargamer04-01-07, 05:25 PM | It's designed with a specific campaign setting in mind (one of my own). The Bastard Sword is the weapon of choice of their god (Alyx), and they are sworn to die rather than give ground. These I wanted to keep within the class. Hmm... maybe they do need a bigger boost vs Magic. |