Mystic Protector (Legend Class)

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Author: Ghostwheel (talk)
Date Created: January 9, 2013
Status: Complete
Editing: Clarity edits only please
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A solid wall protecting their allies from the dangers of combat.


Mystic Protector[edit]

The rock against the storm, the bastion against the tyrant, mystic protectors use their abilities to stop their enemies from preying on the weak. "The greatest offense is a strong defense" is a motto they live by, forcing their enemies to waste attacks against their solid hide in situations where attacking their allies would be a better tactical choice.

Making a Mystic Protector[edit]

Party role: The mystic protector excels at singling out enemies and forcing them to face them where they would normally seek to go after targets more susceptible to attacks. Less strong against a horde of enemies, they are adept at controlling the battlefield by targeting key enemies and causing them great pain should they ignore them.

Mystic Protector in your game: Mystic protectors often serve as bodyguards for their lieges, or safeguard the safety of their charges in battle. Through the fires of war and the anvil of battle they are forged to become an unstoppable aegis that stands tall against all but the most powerful of blows and continue to hammer at their enemies allowing their allies to escape or continue fighting undaunted.


10
HP/LEVEL
5
SKILLS
CON
KOM
CHA
KDM

Table: The Mystic Protector

Level BAB Fort Ref* Will* Tracks
Sword of Wrath Strength of Devotion Aegis of Protection
1 +1 2 2/0 2/0 Curse the Honorless Protector's Resilience
2 +2 3 3/1 3/1 Shield the Defenseless
3 +3 4 4/1 4/1 Blessed Vitality
4 +4 4 4/2 4/2 Far Reach
5 +5 5 5/2 5/2 Refuse Death
6 +6 6 6/3 6/3 Belief of the Devoted
7 +7 6 6/3 6/3 Resist the Impure
8 +8 7 7/4 7/4 Pariah
9 +9 8 8/4 8/4 Fall Not to Evil
10 +10 8 8/5 8/5 Best Served Cold
11 +11 9 9/5 9/5 Thick Blood
12 +12 10 10/6 10/6 Through the Pain
13 +13 10 10/6 10/6 Enveloping Cloak
14 +14 11 11/7 11/7 Long Fang
15 +15 12 12/7 12/7 Bruised But Not Battered
16 +16 12 12/8 12/8 Greater Curse
17 +17 13 13/8 13/8 Globe of Invulnerability
18 +18 14 14/9 14/9 Oath Beyond Death
19 +19 14 14/9 14/9 Legion Curse
20 +20 15 15/10 15/10 Improved Globe of Invulnerability
*While all mystic protectors are hearty of mind, some tend to be quick and agile while others are hale and hearty. Choose either Fortitude or Reflex. The chosen save follows the Good progression while the other follows the Poor progression.
Devotion

All those who have tracks from the mystic protector class have a reservoir of Devotion points with a maximum equal to one-half the number of circles they possess in mystic protector tracks plus one-half their KDM. By taking a Move action they may refill half of their maximum Devotion points, or fill them to maximum capacity with a Standard action, though no Devotion points may be spent in the same round that one uses a Move action to regain them.

Tracks[edit]

Sword of Wrath

1st Circle - Curse the HonorlessSU: As part of a melee attack you may spend a Devotion point. On a successful hit the target is cursed, immediately aware of the effects of the curse which causes them to begin [Burning] at the end of their turn if they do not attack you or include you as a target or area of an ability by that time, upon which the curse ends. Increase the amount of damage taken from the [Burning] condition by the number of circles you possess in this track as though they had already been burning for that many rounds. At 4th circle, creatures affected by the [Burning] from your Curse are also [Revealed] and [Slowed]. At 5th circle, creatures affected by the [Burning] from your Curse become [Energy Drained] and take one point of [HP Reduction] for every character level you possess. If a creature takes an offensive action against you, this ability's additional effects end on them.

2nd Circle - Far ReachSU: By taking a standard action you can inflict enemies within [Medium] range with your Curse. You may affect a number of enemies equal to the number of attacks you derive from BAB. Targets may resist this ability with a successful Will save (DC 10 + 1/2 your level + your KDM). Furthermore, you gain a Fury bonus equal to the number of circles you possess in this track to attack and damage when attacking foes who have hit you in the last round.

3rd Circle - Resist the ImpureEX: You gain [Lesser Resistance] against attacks and abilities by enemies afflicted by your Curse in the last [Round].

4th Circle - Best Served ColdEX: When attacking an enemy who used an offensive ability against you in the last round, you gain a [Bonus Attack].

5th Circle - Enveloping CloakSU: All allies within [Medium] range (including you) gain [Lesser Resistance] against attacks and abilities by enemies afflicted by your Curse in the last [Round].

6th Circle - Greater CurseSU: While a creature is [Burning] whose source is your Curse you may spend one Devotion Point as a Swift action to force them to make a Fortitude save (DC 10 + 1/2 your level + your KOM) or become [Dazed] for one round.

7th Circle - Lingering CurseSU: Upon reaching this circle, targets of your Curse who relieve themselves of the curse by taking some form of offensive action against you simply delay the curse, rather than putting it off entirely. They must make a second round of offensive actions in order to not be affected by the [Burning] caused by the curse.


Strength of Devotion

1st Circle - Shield the DefenselessEX: A number of times per round equal to the number of circles you possess in this track, when an ally apart from yourself within your [Melee] range would be attacked you may make an attack roll. Replace that ally's AC with the attack roll if it is higher than their normal AC.

2nd Circle - Refuse DeathEX: You are immune to the [Dying] and [Unconscious] condition. When you would be [Dying] or [Unconscious], you are instead [Disabled].

3rd Circle - PariahSU: Whenever you would be affected by an area of effect ability that would deal you damage and affects you and one or more allies, you may spend 2 Devotion points as an immediate action. If you do, choose a number of allies with a maximum equal to the number of circles you possess in this track. Instead of your allies, you are affected by the area of effect ability an additional time for each ally chosen, though you only take half damage should damage be dealt by the effect.

4th Circle - Thick BloodSU: When you would be hit by a [Melee] attack, you may take an immediate action to spend one Devotion point. If you do the creature that attacked you becomes [Entangled] for two rounds.

5th Circle - Long FangEX: Your [Melee] range increases by 15'.

6th Circle - Globe of InvulnerabilitySU: Once per encounter as a move action you create an 40' radius spread centered on you by spending 3 Devotion points. Enemy spells, supernatural abilities, and spell-like abilities cannot pass the area's border unless they're of 6th circle or higher. This lasts for 2 rounds.

7th Circle - Area of SanctitySU: When you use Globe of Invulnerability, enemies cannot cross the border of your Globe of Invulnerability, nor can they make attacks that cross the border unless they make a Will save (DC 10 + your KOM + 1/2 your level). If an enemy successfully saves they can cross the border and attack through it normally for the duration of the effect. Should they fail, they are unable to cross or make attacks across the border until the beginning of their next round upon which they may try again.


Aegis of Protection

1st Circle - Protector's ResilienceEX: Spend one Devotion point as a swift action. You gain temporary HP for one round equal to your KDM modifier multiplied by the number of circles you possess in this track spent. At fifth circle you may spend two Devotion points to increase the number of temporary HP by 50%.

2nd Circle - Blessed VitalitySU: As a Swift action spend one Devotion point to heal for a number of HP equal to your level.

3rd Circle - Fall Not to EvilEX: You gain an extra Swift action per round. This Swift action may be used even if you would be deprived of your normal Swift action (such as by the [Dazed] effect) or if your actions would be dictated to you (such as by the [Confused] effect).

4th Circle - Belief of the DevotedEX: As an Immediate action spend one Devotion point to reroll a Saving Throw you just made.

5th Circle - Fight Through The PainEX: Spend two Devotion points as a Swift action to gain [Immunity] for one round to one of the following conditions for one round: Battered, Blinded, Confused, Cowering, Dazed, Dazzled, Energy Drained, Entangled, Exhausted, Fatigued, Frightened, Nauseated, Panicked, Paralyzed, Shaken, Sickened, Slowed, Stunned.

6th Circle - Bruised But Not BrokenSU: As a swift action spend two Devotion points to gain [Resistance] to all forms of damage for one round.

7th Circle - Oath Beyond DeathSU: Once per encounter spend three Devotion points as an immediate action to gain [Immunity] to [Dead], [Dying], [Unconscious], and the [Disabled] conditions for one round. You are also stripped of any negative conditions or effects afflicting you and are healed to maximum HP.



LegendClasses

Ghostwheel's Homebrew (310 Articles)
Ghostwheelv
AuthorGhostwheel +
Base Attack Bonus ProgressionGood +
Fortitude Save ProgressionGood +
Hit Points10 +
IdentifierLegend Class +
KDMCHA +
KOMCON +
RatingUndiscussed +
Reflex Save ProgressionVaries +
Skill Points5 +
SummaryA solid wall protecting their allies from the dangers of combat. +
TitleMystic Protector +
Will Save ProgressionVaries +