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White Guard (3.5e Class)

211 bytes added, 06:03, 4 April 2010
add class feature
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|2nd||class="left" | +2 || +3 || +0 || +0
| class="left" | [[#Martial FocusShield Bash|Martial FocusShield Bash]]
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'''{{Anchor|Might}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' 1st level. You can replace your [[Dexterity]] modifier to armor class with your [[Strength]] modifier.
'''{{Anchor|Martial FocusShield Bash}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' 2nd level. You gain Whenever you make a +1 [[SRD:Shield Bash|Shield Bash]] attempt against your opponent, your attack penalty is reduced to attack with martial weapons-2. If you use your shield as a weapon, you still lose its AC bonus until your next action.
'''{{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]] 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.
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