Difference between revisions of "Grey Guardian (3.5e Class)"

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'''{{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.  This damage increases at 10th, 15th, and 20th level.  This damage is not multiplied with a critical hit.
 
'''{{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.  This damage increases at 10th, 15th, and 20th level.  This damage is not multiplied with a critical hit.
  
'''{{Anchor|Specialist}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''  6th level.  Choose a Combat Specialty, Offense Guard or Defense Guard.  You also gain the ability to take the Total Defense option as a move action.  However, moving or attacking after taking a Total Defense nulls its effects.
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'''{{Anchor|Specialist}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''  6th level.  Choose a Combat Specialty, Offense Guard or Defense Guard.  Also, taking the Total Defense option is now a move action.   
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Since you may now make an action before or after taking a Total Defense; all attacks made during a Total Defense suffer a -4 penalty to attack and all movement is restricted to only 5 foot steps.  Remember, you can’t make attacks of opportunity while using a Total Defense.
  
 
:''Offense Guard:'' Choose a two-handed martial weapon.  You may wield this weapon in only one hand without penalty.  You cannot add any additional [[Strength]] damage when holding a weapon with only one hand.
 
:''Offense Guard:'' Choose a two-handed martial weapon.  You may wield this weapon in only one hand without penalty.  You cannot add any additional [[Strength]] damage when holding a weapon with only one hand.
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'''{{Anchor|Healing Surge}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'''  8th level.  Once an encounter as a swift action you can heal yourself without using a spell.  You can heal, (25% of your total health + your Intelligence modifier), in hit points.  This can also be used outside of combat anytime you take an extended rest.
 
'''{{Anchor|Healing Surge}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'''  8th level.  Once an encounter as a swift action you can heal yourself without using a spell.  You can heal, (25% of your total health + your Intelligence modifier), in hit points.  This can also be used outside of combat anytime you take an extended rest.
  
'''{{Anchor|Perception}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''  9th level.  You can no longer be flanked, you may make opportunity attacks while using a Total Defense, and are considered readied against any charge, bull rush, or overrun attempt while holding a Total Defense.
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'''{{Anchor|Perception}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''  9th level.  You can no longer be flanked and may make opportunity attacks during a Total Defense.
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Also, You are considered readied against any movements made by opponents, within your reach, while holding a Total Defense.  A successful attack against a moving opponent, made while holding a Total Defense, ceases that opponents movement.  There is no limit to the number of readied attack you can make against moving opponents.  Remember, all attacks made during a Total Defense suffer a -4 penalty to attack.
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'''{{Anchor|Cover}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''  11th level.  Whenever you select the Total Defense or Fight defensively option you can also select one ally within 60 feet.  That ally gains a +2 dodge bonus to armor class and you take damage in place of that ally for as long as you hold the Total Defense option.  You can only be subject to damage once from the same attack or spell.
  
'''{{Anchor|Cover}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''  11th level.  Whenever you select the Total Defense option you can also select one ally within 60 feet.  That ally gains a +2 dodge bonus to armor class and you take damage in place of that ally for as long as you hold the Total Defense option.  At 16th level you may select two allies within 60 feet to protect.  At 19th level you may select three allies within 60 feet to protect.
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At 16th level you may select two allies within 60 feet to protect.  At 19th level you may select three allies within 60 feet to protect.
  
 
'''{{Anchor|Bastion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''  12th level.  Whenever you use the Total Defense option you gain damage reduction 3/- and can increase your reach by 5 feet.  At 17th level you increase your damage reduction to 6/- whenever you use the Total Defense option.
 
'''{{Anchor|Bastion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''  12th level.  Whenever you use the Total Defense option you gain damage reduction 3/- and can increase your reach by 5 feet.  At 17th level you increase your damage reduction to 6/- whenever you use the Total Defense option.

Revision as of 18:10, 16 September 2009

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Author: Jay Freedman (talk)
Date Created: September 9th 2009
Status: Development
Editing: Clarity edits only please
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Grey Guardian

Balance Point: Rogue Tier, 3 of 4

A paragon of defense. Grey Guardians begin their journey as able warriors with magical and martial abilities. As they progress they become powerful defenders able to receive damage in place of other party members. They also gain access to a small amount of divine spells similar to a ranger.

Making a Grey Guardian

Grey Guardians are front line fighters. They protect the party by engaging opponents in close-range combat.

Primary Abilities: Constitution

Secondary Abilities: Intelligence

Races: Any.

Alignment: Any.

Starting Gold: 150gp.

Starting Age: Moderate.

Table: The Grey Guardian

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd
1st +1 +2 +2 +2 Aura, Minor Cast
2nd +2 +3 +3 +3 Martial Focus
3rd +3 +3 +3 +3 Endurance
4th +4 +4 +4 +4 Courage 0
5th +5 +4 +4 +4 Smite 1d6 0
6th +6/+1 +5 +5 +5 Specialist 1
7th +7/+2 +5 +5 +5 Mage Craft 1
8th +8/+3 +6 +6 +6 Healing Surge 1 0
9th +9/+4 +6 +6 +6 Perception 2 0
10th +10/+5 +7 +7 +7 Smite 2d6 2 1
11th +11/+6/+1 +7 +7 +7 Cover 2 1 0
12th +12/+7/+2 +8 +8 +8 Bastion 3 1 1
13th +13/+8/+3 +8 +8 +8 3 2 1
14th +14/+9/+4 +9 +9 +9 Hope 3 2 1 0
15th +15/+10/+5 +9 +9 +9 Smite 3d6 4 2 2 1
16th +16/+11/+6/+1 +10 +10 +10 Cover 4 3 2 1
17th +17/+12/+7/+2 +10 +10 +10 Bastion 4 3 2 1
18th +18/+13/+8/+3 +11 +11 +11 4 3 3 2
19th +19/+14/+9/+4 +11 +11 +11 4 4 3 2
20th +20/+15/+10/+5 +12 +12 +12 Cover, Smite 4d6 4 4 3 3

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Choose 6 skills plus Craft as class skills.

Class Features

All of the following are class features of the Grey Guardian.

Weapon and Armor Proficiency: Simple, Martial Weapons, Light, Medium, Heavy Armor and Shield's. (except Tower Sheild's)

Aura: 1st level. Characters with a Good or Evil alignment gain an Aura equal to half their level.

Minor Cast (Su): 1st level. You can cast the spell Light, at-will. The light shines blue for Good, green for Neutral, and red for Evil aligned characters.

Martial Focus (Ex): 2nd level. You gain a +1 to attack with martial weapons.

Endurance (Ex): 3rd level. You gain the Endurance feat.

Courage (Ex): 4th level. You become immune to fear and fear effects.

Smite (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. This damage increases at 10th, 15th, and 20th level. This damage is not multiplied with a critical hit.

Specialist (Ex): 6th level. Choose a Combat Specialty, Offense Guard or Defense Guard. Also, taking the Total Defense option is now a move action.

Since you may now make an action before or after taking a Total Defense; all attacks made during a Total Defense suffer a -4 penalty to attack and all movement is restricted to only 5 foot steps. Remember, you can’t make attacks of opportunity while using a Total Defense.

Offense Guard: Choose a two-handed martial weapon. You may wield this weapon in only one hand without penalty. You cannot add any additional Strength damage when holding a weapon with only one hand.
Defense Guard: Whenever you take the Total defense or Fight defensively option, your dodge bonus to armor class becomes a deflection bonus instead.

Mage Craft (Ex): 7th level. You can produce magical weapons and equipment as if you have a Caster Level equal to your ranks in Craft.

Healing Surge (Su): 8th level. Once an encounter as a swift action you can heal yourself without using a spell. You can heal, (25% of your total health + your Intelligence modifier), in hit points. This can also be used outside of combat anytime you take an extended rest.

Perception (Ex): 9th level. You can no longer be flanked and may make opportunity attacks during a Total Defense.

Also, You are considered readied against any movements made by opponents, within your reach, while holding a Total Defense. A successful attack against a moving opponent, made while holding a Total Defense, ceases that opponents movement. There is no limit to the number of readied attack you can make against moving opponents. Remember, all attacks made during a Total Defense suffer a -4 penalty to attack.

Cover (Ex): 11th level. Whenever you select the Total Defense or Fight defensively option you can also select one ally within 60 feet. That ally gains a +2 dodge bonus to armor class and you take damage in place of that ally for as long as you hold the Total Defense option. You can only be subject to damage once from the same attack or spell.

At 16th level you may select two allies within 60 feet to protect. At 19th level you may select three allies within 60 feet to protect.

Bastion (Ex): 12th level. Whenever you use the Total Defense option you gain damage reduction 3/- and can increase your reach by 5 feet. At 17th level you increase your damage reduction to 6/- whenever you use the Total Defense option.

Hope (Su: 14th level. Whenever you use the Total Defense or Fight defensively option you summon the effects of the Good Hope spell upon yourself and any allies within 30 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 as long as you maintain a Total Defense or are Fighting defensively. Allies must remain within 30 feet to benefit from this enchantment.


Spells: Beginning at 4th level, a guard gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A guard must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a guard must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a guard’s spell is 10 + the spell level + the guard’s Intelligence modifier.

Like other spellcasters, a guard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Grey Guardian. In addition, he receives bonus spells per day if he has a high Intelligence score. When Table: The Grey Guardian indicates that the guard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. The guard does not have access to any domain spells or granted powers, as a cleric does.

A guard prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A guard may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

A guard's caster level is one-half his guardian level.

Ex-Grey Guardians

A Grey Guardian who multi-classes trades their ability to cast Light at-will for only once an hour. They retain all other benefits of the class.

Epic Grey Guardian

Table: The Epic Grey Guardian

Hit Die: d10

Level Special
21st Bonus Feat
22nd Epic Bastion
23rd
24th Bonus Feat
25th Epic Bastion
26th
27th Bonus Feat
28th Epic Bastion
29th
30th Bonus Feat

2 + Int modifier skill points per level.

Epic Bastion Whenever you select the Total Defense option you gain damage reduction 9/-. This increases to 12/- at 25th level and 15/- at 28th level.

Bonus Feats : The epic Grey Guardian gains a bonus feat (selected from the list of epic Fighter bonus feats) at levels 21, 24, 27, and 30.

Campaign Information

Playing a Grey Guardian

Religion: By alignment.

Other Classes: Empathy with Martial Classes.

Combat: Defender. Defends the party from attack using the Cover ability.

Advancement: Multi-classing can add breadth.

Grey Guardians in the World

Hold on! I'm coming!
—Bruce, Human Grey Guardian

Daily Life: Irregular Soldiering or Bodyguard.

Notables: No famous Grey Guardians. Yet.

Organizations: FIghters Guilds, Local Militias, Regional Military, or Nobles Bodyguard.

NPC Reactions: A skilled fighter or elite soldier.

Grey Guardian Lore

Characters with ranks in Knowledge (local) can research Grey Guardian to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (local)
DC Result
5 A skilled fighter or elite soldier.
10 A paragon of defense.
15 Capable of sustaining damage inplace of others.
20 Powerful Guardians can recieve tremendous damage without faultering.



Back to Main Page3.5e HomebrewClassesBase Classes

AuthorJay Freedman +
Identifier3.5e Class +
RatingUnrated +
SummaryA paragon of defense. +
TitleGrey Guardian +