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Grey Guardian (3.5e Class)

575 bytes added, 18:10, 16 September 2009
Class Features: rewrites
'''{{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 Also, taking the Total Defense option as is now a move action. However, moving  Since you may now make an action before or attacking after taking a Total Defense nulls its effects; 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.
'''{{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 and may make opportunity attacks while using during a Total Defense. Also, and You are considered readied against any chargemovements made by opponents, bull rushwithin your reach, or overrun attempt 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. '''{{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.
'''{{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.

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