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White Guard (3.5e Class)

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==White Guard==
[[Image:BoyWhiteGuard.jpg|275px|right]]
[[Dungeons_and_Dragons_Wiki:Balance_Points#Fighter_Level|Balance Point: Fighter Tier, 2 of 4]]
 
''A Paladin Variant.''
A master of defense. A White Guardian is a seeker of lost treasures, epic battles, and high adventure. They turn adversity into opportunity by finding new ways to apply their skills, discovering new techniques to solve problems, and challenging the status-quo by constantly seeking out ventures they have not yet mastered. They seldom pass up a chance to indulge in a new experience, and a new challenge is much more likely to excite them than a normal lifestyle.
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| class="left" | [[#Martial FocusShield Bash|Martial FocusShield Bash]]
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All of the following are class features of the White Guard.
'''Weapon and Armor Proficiency:''' Proficient with Simple and Martial Weapons. With Light Armor, Medium Armor, Heavy Armor and Shields. (except Tower Shields).
'''{{Anchor|Might}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' 1st level. You can replace your [[SRD:Dexterity|Dexterity]] modifier to armor class with your [[Strength]] modifier. Armor penalties still apply.
'''{{Anchor|MightShield Bash}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' 1st 2nd level. You can replace your Whenever you make a [[DexteritySRD:Shield Bash|Shield Bash]] modifier attempt against your opponent, your attack penalty is reduced from -10 to armor class with -4. If you use your shield as a weapon, you still lose its AC bonus until your [[Strength]] modifiernext action'''{{Anchor|Martial Focus}} ( This bonus does not stack with the [[SRD:Special Abilities Overview#ExtraordinaryTwo-Weapon Fighting|ExTwo Weapon Fighting]]):''' 2nd level. You gain a +1 to attack with martial weaponsfeat.
'''{{Anchor|Halt}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' 3rd level. Whenever you deal damage to an opponent with an Oppurtunity Attack, that opponent's move action is immediately canceled. They may still make another move action for that round but only at half speed.
'''{{Anchor|Courage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' 4th level. You become immune to fear and fear effects.
'''{{Anchor|Smite}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' 5th level. Choose a Good or Evil aligned strike. This choice is permanent. All your attacks deal 1d6 extra damage against opponents of this alignment, including damage from a [[SRD:Shield Bash|Shield Bash]] attempt. This damage increases at 10th, 15th, and 20th level. This damage is not multiplied with a critical hit.
'''{{Anchor|Taunt}}:''' 6th level. You can provoke an opponent to attack you as a standard action. The target creature must succeed a Will save, dc 10 + half level + your [[Intelligence]] modifier, or become provoked for 1 round. A provoked opponent will spend their next turn attempting to harm only you. Your opponent must be able to see or hear you in order to become provoked.
'''{{Anchor|Hope}} ([[SRD:Special Abilities Overview#Supernatural|Su]]:''' 14th level. While holding a Guard's Stance you now summon the effects of the [[SRD:Good Hope|Good Hope]] spell upon yourself and any allies within 60 feet. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. This effect lasts for the duration of your stance. Allies must remain within 60 feet to benefit from this enchantment. This bonus increases to +3 at 18th level.
 
'''Spells:''' Beginning at 4th level, a guard gains the ability to cast a small number of divine spells, which are drawn from the guard spell list found below. A guard must choose and prepare his spells in advance (see below).
1st—
[[SRD:Alarm|Alarm]], [[SRD:Bless|Bless]], [[SRD:Cure Light Wounds|Cure Light Wounds]], [[SRD:Detect Good|Detect Good]], [[SRD:Detect Evil|Detect Evil]], [[SRD:Detect Magic|Detect Magic]], [[SRD:Endure Elements|Endure Elements]], [[SRD:Identify|Identify]], [[SRD:Magic Weapon|Magic Weapon]], [[SRD:Protection from Good|Protection from Good]], [[SRD:Protection from Evil|Protection from Evil]], [[SRD:Read Magic|Read Magic]], [[SRD:Lesser Restoration|Lesser Restoration]].
2nd—
[[SRD:Aid|Aid]], [[SRD:Align Weapon|Align Weapon]], [[SRD:Bear's Endurance|Bears Endurance]], [[SRD:Bull's Strength|Bulls Strength]], [[SRD:Cure Moderate Wounds|Cure Moderate Wounds]], [[SRD:Delay Poison|Delay Poison]], [[SRD:Find Traps|Find Traps]], [[SRD:Fox's Cunning|Foxs Cunning]], [[SRD:Resist Energy|Resist Energy]], [[SRD:Shield Other|Shield Other]], [[SRD:Status|Status]].
3rd—
[[SRD:Cure Serious Wounds|Cure Serious Wounds]], [[SRD:Daylight|Daylight]], [[SRD:Dispel Magic|Dispel Magic]], [[SRD:Freedom of Movement|Freedom of Movement]], [[SRD:Magic Circle against Good|Magic Circle against Good]], [[SRD:Magic Circle against Evil|Magic Circle against Evil]], [[SRD:Magic Vestment|Magic Vestment]], [[SRD:Protection from Energy|Protection from Energy]], [[SRD:Remove Disease|Remove Disease]], [[SRD:See Invisibility|See Invisibility]], [[SRD:Slow|Slow]].
4th—
[[SRD:Break Enchantment|Break Enchantment]], [[SRD:Cure Critical Wounds|Cure Critical Wounds]], [[SRD:Death Ward|Death Ward]], [[SRD:Dismissal|Dismissal]], [[SRD:Neutralize Poison|Neutralize Poison]], [[SRD:Restoration|Restoration]], [[SRD:Tongues|Tongues]].
====Ex-White Guard====
'''Combat Role:''' Defender. Defends the party from attack using the Taunt, Halt, and Stance abilities.
 
'''Combat Pattern:''' Repeat the use of your main abilities to achieve a combo of success and maximize your potential.
'''Advancement:''' Multi-classing can add breadth.
 
====White Guard's in the World====
'''NPC Reactions:''' Regarded as a skilled fighter, wandering adventurer, or elite soldier.
====White Guard's Lore====
Characters with ranks in Knowledge (local) can research White Guard's to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
| 20 || class="left" | Any specific information about a singular White Guard.
|}
 
====White Guards in the Game====
 
'''Description:''' Hev Shamark. Youngest of four and first son of Kilik Shamark. A native of the Midland's and hero to the Midlandian People. Hev joined the Midlandian Alliance Guild when he turned eighteen. Upon his third assignment Hev single-handedly defeated a Crystal Mountain's Troll, saving a gypsy caravan from certain doom. Ever since Hev's heroic deeds have made him a famous commander of the idealistic Midlandian Alliance Guild.
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{{:Hev Shamark (3.5e NPC)}}
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[[Category:Class]]
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