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Guardian (3.5e Prestige Class)

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|special8=[[#Damage Reduction|DR]] 4/-, [[#Aggravate|Aggravate]]
|special9=[[#Entrenchment|Entrenchment]] 15 ft., [[#Supreme Stonewall|Supreme Stonewall]]
|special10=[[#Damage Reduction|DR]] 5/-, Capstone Ability[[#Diamond Wall|Diamond Wall]]
|skillpoints=4
|skills=
'''{{Anchor|Supreme Stonewall}} {{Ex}}:''' The guardian's defense becomes so solid that it stops nearly everything in its tracks. A 9th-level guardian's [[#Stonewall|stonewall]] ability may extend to a single adjacent 5-foot square. For all intents and purposes, the guardian occupies both squares, and both squares cannot be [[SRD:Tumble Skill|Tumbled]] through. Furthermore, the guardian actively blocks line of effect to any creature or object behind him. Area effects that hit the guardian frontally do not pass through him, and do not reach any place behind him. The guardian grants [[SRD:Cover#Total Cover|total cover]] to any creature within 30 feet of him against attacks or area effects that have to pass through his squares to reach the creature.
'''Capstone Ability {{Anchor|Diamond Wall}} {{Ex}}:''' A master guardian can hold his ground against anything. At 10th level , the guardian may enter the ''Diamond Wall'' stance at will as a [[SRD:Full-Round Action|full-round action]]. The guardian must expend a [[SRD:Move Actions|move action]] at the start of every turn to maintain the stance. While in the stance, the guardian is locked completely in place and becomes a capstoneutterly immovable, no matter how much force is applied to him. They are immune to any effects that alter their position, including [[SRD:Bull Rush|bull rushes]], [[SRD:Trip|trips]], [[SRD:Overrun|overrun]] attempts, [[SRD:Grapple|grapples]] and pins, and even magical effects like ''[[SRD:Telekinesis|telekinesis]]''. And also an abilityIn addition, the guardian's [[SRD:Armor|armor]] and [[SRD:Shields|shield]] is completely indestructible while in this stance, except by certain effects that specifically target certain materials, like ''[[SRD:Rusting Grasp|rusting grasp]]''. To be doneAs long as the Diamond Wall stance is maintained, all incoming damage is halved.
Moving more than 5 feet in a single turn immediately ends this stance.
====Playing a Guardian====
'''Combat:''' <This class is all about front-Typical role line defense and strategic placement. A guardian in combat->the right place completely shuts down the enemy's advance. Guardians use narrow passes in the environment in order to bottleneck their opponents. Other times, guardians bring up the rear along with the vulnerable spellcasters, using their abilities to keep them in one piece.
'''Advancement:''' <Most accomplished guardians choose other specializations that do not require too much mobility on their part and that maximize their personal toughness. Certain kingdoms and organizations of Knights-Typical advancement options for characters Errant employ guardians with this a specialization in mounted warfare, such as the ''Cavalier'' class. Include desirable multiclass options->That said, most continue on the path to martial mastery and reprise their initiator classes after completing guardian.
'''Resources:''' <-What kind of assistance members of this class can expect from each other including possible organizations-> REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A ... " SECTION -->====Guardians in the World====
====<-pluralized class name-> {{quote|When I was a kid, I thought all those funnily dressed Tallhelms lined up in front of the World===House of Lords were a bunch of mannequins. Well, I know better now.|4=Gavin Histon, Half-Elf Squire}}
{{quote|<-Some quote from Since warriors with a character powerful focus on pure defense are few and far between, master guardians are hard to find and worth their weight in gold. Guardians can often be found in the entourage of this class->|4=<-NPC name->nobles and kings. Entire armies have been known to break upon a single phalanx of well trained guardians. If a location requires protecting, <-race-> <-class->}}the probability of guardians being involved is high.
<-Where characters of this class fit in a d20 world->
'''NPC Reactions:''' <-How NPCs react to characters of this class->
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION -->
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION
====<-class name-> Lore====
 
Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
 
{| class="zebra d20"
|+ <-the appropriate skills->
! DC || class="left" | Result
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| 11 || class="left" | <-not so common knowledge->.
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| 16 || class="left" | <-rare information->.
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| 21 || class="left" | <-very rare information->.
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| 26 || class="left" | <-information so obscure that members of this class might not even know it->.
|}
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION -->
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION
====<-pluralized class name-> in the Game====
 
<-How characters of this class fit in the game (PC and NPC) and what roles they play->
 
'''Adaptation:''' <-Fitting this class in your campaign->
 
'''Sample Encounter:''' <-DM placement for NPC of this class->
 
''EL <- whatever ->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION -->
 
<!-- REMOVE THIS LINE BEFORE YOU SAVE! --> <nowiki>
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