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Ralasha
2011-10-02, 04:40 AM
The Cardinal Guardian:
In war there are many types of soldiers, many ways of fighting, and many means to achieve victory. There are however, very few ways of having victory all but assured. In one instance a general may have huge behemoths of unparalleled strength that wade through enemy ranks leaving wide swathes of bodies behind, or fierce champions that stand against the tide of bodies without falling in the hopes of costing the enemy too much to continue. There are even those that specialize in leading large or small groups to victory through prowess at leadership. Finally, there are those that train hard in order to become nigh-untouchable, indefatigable and a shining example to those watching of either great power and inspiration, or true horror and an insurmountable obstacle taken flesh. The Cardinal Guardian is the last line of defense against an enemy in the hopes that it may be enough. Very rarely does a kingdom have more than one, as their services are often extremely expensive.

requirements:
BAB: +6
Skills: Concentration 4 ranks, Intimidate 8 ranks.
Size: Medium or Smaller
Feats: Dodge, Mobility, Spring Attack

HD: D12
Skills: (4+Int Mod)
The following are considered class skills for the Cardian Guardian: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft [any] (Int), Escape artist (Dex), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge <Architecture and Engineering, Dungeoneering, Geography, History, Local, Nature, Nobility and Royalty, Religion, Tactics, Warfare> (Int), Profession (Wis), Ride (Dex), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
{table]Level | BAB | FS | RS | WS | Special | AC | Speed | Fast Healing
1|+1|+2|+2|+2|Imobious|+1|+0 | 0
2|+2|+3|+3|+3|Melee Deflection |+1|+10 | 1
3|+3|+3|+3|+3|Deflect Missile|+2|+10 | 1
4|+4|+4|+4|+4|Redirect Melee|+2|+10 | 2
5|+5|+4|+4|+4|Redirect Missile|+3|+20 | 2
6|+6|+5|+5|+5|Unstoppable Motion|+3|+20| 3
7|+7|+5|+5|+5|Aura of Courage and Fear|+4|+20 | 3
8|+8|+6|+6|+6|Untouchable Assailant|+4|+30 | 4
9|+9|+6|+6|+6|Perfected Defense|+5|+30 | 4
10|+10|+7|+7|+7|Perfected Offense|+5|+30 | 5[/table]

Class Abilities:
•AC Bonus (Ex): The Guardian gains a dodge bonus versus all incoming attacks. This bonus doubles when assisting someone within five feet in combat. (It is granted to the defended.)

•Speed Bonus (Ex): The Guardian gains a bonus to its base movement according to the above table. This bonus stacks with all other improvements to movement speed.

•Fast Healing (Su): The guardian gains fast healing permanently. This represents the guardian being ready for battle at all times. Including moments after one had just ended.

•Imobious (Su): Whenever the Guardian chooses to forfeit all other actions in favor of standing still, it gains damage reduction of #/- equal to its level versus all opponents. It may use this ability a number of rounds per day equal to its class level + it’s constitution modifier, with a minimum of one round/day. This includes special attacks that would normally involve motions, such as a bull-rush, or even a titan attempting to pick the character up. It is as immobile as an immovable rod. The character may use this ability as a reflexive action on someone elses turn. Rendering the character immobile until its next action. Using this ability in this manner counts as one round of use, even if not being used on the characters own turn.

•Melee Deflection (Ex): Once per round when you would normally be hit with by a melee attack, you may deflect it so that you take no damage from it by making an opposed attack roll. If your attack roll is higher you succeeded. If your attack is lower, you fail. You must be aware of the attack and not flat-footed. Attempting to deflect a melee attack doesn’t count as an action. At level 4 the character no longer needs to make any opposed attack roll to deflect a melee attack. At level 8 the character may attempt this any number of times per round, but only once per each attacker.

•Deflect Missile (Ex): Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it by making an opposed attack roll. If your attack roll is high you successfully deflected the attack. If your attack roll is lower, you fail. You must be aware of the attack and no flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. At level 5 the character no longer need to make any opposed attack roll to deflect a ranged weapon. At level 9 the character may attempt this any number of times per round, but only once per each attacker.

•Redirect Melee (Ex): Once per round when you deflect a melee attack you may redirect it so that an adjacent opponent takes the damage. Doing so does not count as an action.

•Redirect Missile (Ex): Once per round when you deflect a ranged weapon you may redirect it so that an enemy with which you have line of sight takes the damage instead. Doing so does not count as an action.

•Unstoppable Motion (Ex): The guardian cannot be slowed or hampered. The guardian always moves normally on difficult terrain and does not gain any penalties to AC or attack when on higher or lower ground. This also cancels out any bonuses others may have against the guardian.

•Aura of Courage and Fear (Su): During combat any allies that can see the guardian gain a +1 bonus to attacks, damage and a +1 dodge bonus to armor class. Any followers of the guardian gain double these bonuses. Any enemies that can see the guardian during combat suffer a -1 penalty to attacks. Any enemies that see the guardian kill an ally of theirs suffer a -2 penalty to attacks, and a -1 penalty to damage and Armor class. Any enemy within attack range of the guardian must succeed a Will Save vs fear equal to Guardians Hit Dice + Cha Mod or run in a direct line away from the guardian, if it cannot run directly away, it will take the most direct route currently available, heedless of other enemies or traps. It’s most pressing objective is to flee. Any enemy that succeeds its save is completely unaffected by the aura for 4 hours.

•Unparalleled Assault (Ex): Any opponent the guardian is directly fighting takes a dodge penalty to its AC equal to the guardian’s dodge bonus whenever attempting to strike the guardian until the end of the guardians next turn. If the guardian has a bonus to its AC from other sources, such as Monk, these bonuses stack.

•Perfected Defenses (Ex): The guardian’s Dodge AC bonus is doubled against any singular opponent the guardian chooses. This reduces the bonus against all other by half (rounded down). If the guardian is in a doorway (the doorway may be no wider than 90’) enemies attempting to pass through must first avoid a free AoO made by the guardian. If struck they are pushed back 5’. If the guardian misses, they may only move 5’ into the doorway, the guardian gets another attack when the enemy continues its movement next round. (For definition of Doorway please see any dictionary.) If you are still confused, please consult a doctor.)

•Perfected Offense (Su): the guardian may make one attack against all opponents within range. If the guardian is using a reach weapon, treat it as a normal weapon for any opponents normally considered too close. Extend the reach of any weapon by 5’ to determine maximum distance. Any opponents moving through this area are subject to attacks of opportunity for every 5’ they move. Any opponents attempting an action that requires a concentration check if struck, such as spell-casting must make a concentration check at an increased DC: +5. For the purposes of movement, consider the Guardians threatened area rough terrain, slowing movement for all enemies.

Debihuman
2011-10-02, 05:00 PM
All of the class abilities should be listed in the chart. When does the Cardinal Guarding gain fast healing and how much fast healing does it get? When does it get a speed bonus and how much is the speed bonus?

Debby

Sir_Chivalry
2011-10-03, 10:20 AM
All of the class abilities should be listed in the chart. When does the Cardinal Guarding gain fast healing and how much fast healing does it get? When does it get a speed bonus and how much is the speed bonus?

Debby

Far right of the table.

Ralasha
2011-11-06, 05:01 AM
Yes... they actually ARE on the table. Literally.

For those of you whom did not guess. This is my answer to the Warhulk.

Sir_Chivalry
2011-11-06, 05:38 PM
Yes... they actually ARE on the table. Literally.

For those of you whom did not guess. This is my answer to the Warhulk.

Not a good point to be accessing from. Also, far from a Warhulk comparable class. The Warhulk balances (poorly) its advances with a lack of any Base attack bonus.


The Cardinal Guardian:
In war there are many types of soldiers, many ways of fighting, and many means to achieve victory. There are however, very few ways of having victory all but assured. In one instance a general may have huge behemoths of unparalleled strength that wade through enemy ranks leaving wide swathes of bodies behind, or fierce champions that stand against the tide of bodies without falling in the hopes of costing the enemy too much to continue. There are even those that specialize in leading large or small groups to victory through prowess at leadership. Finally, there are those that train hard in order to become nigh-untouchable, indefatigable and a shining example to those watching of either great power and inspiration, or true horror and an insurmountable obstacle taken flesh. The Cardinal Guardian is the last line of defense against an enemy in the hopes that it may be enough. Very rarely does a kingdom have more than one, as their services are often extremely expensive.

Sounds like a Crusader from Tome of Battle. Lets assume that's off the table for now. The class fluff marks this as something of great prestige. Working from an E6 view, this class is superhuman to begin with. Very prestigious. In a standard world though, we will have to see. These words I'll take as the basis here:


nigh-untouchable, indefatigable and a shining example to those watching of either great power and inspiration, or true horror and an insurmountable obstacle taken flesh


requirements:
BAB: +6
Skills: Concentration 4 ranks, Intimidate 8 ranks.
Size: Medium or Smaller
Feats: Dodge, Mobility, Spring Attack

Earliest entry possible by Fighters, Knights, Barbarians, Hexblades, and Duskblades (as well as Crusaders and Warblades). Of those, the class is rewarding or requiring movement and mobility, so non-Knights are the target.

On a side note, I wouldn't invest in this class just from the pre-reqs unless it did something good, as the requirement of Spring Attack removes one of the work arounds for the otherwise horrible feat-taxes of Dodge/Mobility.


HD: D12

So I'm to assume that this class will be a boon to anyone not already a Knight or Barbarian, and those classes won't be losing anything.


Skills: (4+Int Mod)
The following are considered class skills for the Cardian Guardian: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft [any] (Int), Escape artist (Dex), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge <Architecture and Engineering, Dungeoneering, Geography, History, Local, Nature, Nobility and Royalty, Religion, Tactics, Warfare> (Int), Profession (Wis), Ride (Dex), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Bluff is strange on here, as that is a social skill and this is seemingly a warrior first.

Knowledge (tactics/warfare) is not a Knowledge subcategory, unless you're in Oriental Adventures. Both of those, according to Complete Warrior, are covered under Knowledge (history)


{table]Level | BAB | FS | RS | WS | Special | AC | Speed | Fast Healing
1|+1|+2|+2|+2|Imobious|+1|+0 | 0
2|+2|+3|+3|+3|Melee Deflection |+1|+10 | 1
3|+3|+3|+3|+3|Deflect Missile|+2|+10 | 1
4|+4|+4|+4|+4|Redirect Melee|+2|+10 | 2
5|+5|+4|+4|+4|Redirect Missile|+3|+20 | 2
6|+6|+5|+5|+5|Unstoppable Motion|+3|+20| 3
7|+7|+5|+5|+5|Aura of Courage and Fear|+4|+20 | 3
8|+8|+6|+6|+6|Untouchable Assailant|+4|+30 | 4
9|+9|+6|+6|+6|Perfected Defense|+5|+30 | 4
10|+10|+7|+7|+7|Perfected Offense|+5|+30 | 5[/table]

I'm not quite sure it's appropriate to give a class with 7th level entry and full BAB all good saves. Then again, perhaps the rest of the class is fairly hollow otherwise, we will see.


Class Abilities:
•AC Bonus: The Guardian gains a dodge bonus versus all incoming attacks. This bonus doubles when defending someone else.

Someone being defined as? Do you need to stand in front of them? Within 5ft? At the gate of the castle they are in? Do you need to openly declare you are protecting them? Can they move away from you? Can they be another combattant, or do they have to be someone who is 'helpless' to fight others?


•Speed Bonus: The Guardian gains a bonus to its base movement according to the above table. This bonus stacks with all other improvements to movement speed.

+30ft isn't too bad. I don't really see what this has to do with being untouchable and the like. Is this class meant to be light armoured? If it is heavy armoured, a speed boost is kind of counter-productive. Wouldn't some sort of ability to interpose yourself between an attacker and your protected ally be better?


•Fast Healing: The guardian gains fast healing permanently. This represents the guardian being ready for battle at all times. Including moments after one had just ended.

Perhaps this should be later in the class, like the Warshaper? Heck, even if you have fast healing 1 or 2, you're ahead of the game because you'll never bleed out if dying, and can get back in the battle with a little waiting. What about Fast Healing 1 at 3rd, 2 at 6th and 3 at 9th?


•Imobious: Whenever the Guardian chooses to forfeit all other actions in favor of standing still, it gains a dodge bonus and damage reduction of /- equal to its level versus all opponents. It may use this ability a number of rounds per day equal to its class level + it’s constitution modifier, with a minimum of one round/day. This includes special attacks that would normally involve motions, such as a bull-rush, or even a titan attempting to pick the character up. It is as immobile as an immovable rod. The character may use this ability as a reflexive action on someone elses turn. Rendering the character immobile until its next action. Using this ability in this manner counts as one round of use, even if not being used on the characters own turn.

You should mention you're unmovable before you clarify it, as it comes out of nowhere otherwise. The class already has a dodge bonus. This ability would be enough just being unmovable and gaining half your class in DR/-


•Melee Deflection: Once per round when you would normally be hit with by a melee attack, you may deflect it so that you take no damage from it by making an opposed attack roll. If your attack roll is higher you succeeded. If your attack is lower, you fail. You must be aware of the attack and not flat-footed. Attempting to deflect a melee attack doesn’t count as an action. At level 4 the character no longer needs to make any opposed attack roll to deflect a melee attack. At level 8 the character may attempt this any number of times per round, but only once per each attacker.

Perhaps at 4th the character gains a +4 on the opposed roll, and at 8th no longer needs an attack roll?


•Deflect Missile: Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it by making an opposed attack roll. If your attack roll is high you successfully deflected the attack. If your attack roll is lower, you fail. You must be aware of the attack and no flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. At level 5 the character no longer need to make any opposed attack roll to deflect a ranged weapon. At level 9 the character may attempt this any number of times per round, but only once per each attacker.

See above.


•Redirect Melee: Once per round when you deflect a melee attack you may redirect it so that an adjacent opponent takes the damage. Doing so does not count as an action.

•Redirect Missile: Once per round when you deflect a ranged weapon you may redirect it so that an enemy with which you have line of sight takes the damage instead. Doing so does not count as an action.

These might work better as improvments to the Deflect abilities at 8th and 9th.


•Unstoppable Motion: The guardian cannot be slowed or hampered. The guardian always moves normally on difficult terrain and does not gain any penalties to AC or attack when on higher or lower ground. This also cancels out any bonuses others may have against the guardian.

Fine with this one.


•Aura of Courage and Fear: During combat any allies that can see the guardian gain a +1 bonus to attacks, damage and a +1 dodge bonus to armor class. Any followers of the guardian gain double these bonuses. Any enemies that can see the guardian during combat suffer a -1 penalty to attacks. Any enemies that see the guardian kill an ally of theirs suffer a -2 penalty to attacks, and a -1 penalty to damage and Armor class. Any enemy within attack range of the guardian must succeed a Will Save vs fear equal to Guardians Hit Dice + Cha Mod or run in a direct line away from the guardian, if it cannot run directly away, it will take the most direct route currently available, heedless of other enemies or traps. It’s most pressing objective is to flee. Any enemy that succeeds its save is completely unaffected by the aura for 4 hours.

I like the top bit, and the bottom bit could be clarified by copy-pasting the Frightful Presense ability and changing it slightly.


•Unparalleled Assault: Any opponent the guardian is directly fighting takes a dodge penalty to its AC equal to the guardian’s ac bonus whenever attempting to strike the guardian. If the guardian has a bonus to its AC from other sources, such as Monk, these bonuses stack.

The enemy takes an AC penalty when attacking the guardian? Does this apply after the enemy's turn? The penalty is very high if it's the guardian's entire AC bonus, or is it just the dodge bonus?


•Perfected Defenses: The guardian’s AC bonus is doubled against any singular opponent the guardian chooses. This reduces the bonus against all other by half (rounded down). If the guardian is in a doorway (even if the doorway is 30’ wide) enemies attempting to pass through must first avoid a free AoO made by the guardian. If struck they are pushed back 5’. If the guardian misses, they may only move 5’ into the doorway, the guardian gets another attack when the enemy continues its movement next round.

The doorway thing is kind of unclear. This might be better implimented by making Combat Reflexes and Stand Still requirements of the class, and giving the class the Thicket of Blades stance form ToB as a passive ability, meaning anyone who moves through the guardian's threatened squares provokes an AoO, and Tumbling and the Withdraw action don't prevent this. Keep the knockback thing though.


•Perfected Offense: the guardian may make one attack against all opponents within range. If the guardian is using a reach weapon, treat it as a normal weapon for any opponents normally considered too close. Extend the reach of any weapon by 5’ to determine maximum distance. Any opponents moving through this area are subject to attacks of opportunity for every 5’ they move. Any opponents attempting an action that requires a concentration check if struck, such as spell-casting must make a concentration check at an increased DC: +5.

So it gets Whirlwind Attack as a capstone? Make sense considering the pre-reqs, but still a bit underwhelming. The reach thing is a good start, and the extending reach is nice too. The Thicket of Blades thing above applies for the AoO movement thing, if combined with Stand Still. Increasing Concentration checks is nice too, but I'd suggest it as just a passive result of being in a threatened square. Also, at some point giving this class an equivalent of the Knight's "Bulwark of Defense" which makes all threatened squares difficult terrain, would also be a good idea.

Overall, the class isn't as OP as some earlier outings, but the dodge bonus and fast healing are a little out of hand if left as is. Also, the pre-reqs suggest a mobile fast guy, but the class suggests something along the lines of a Crusader lockdown build and the Devoted Defender from Sword and Fist.

Ralasha
2011-11-06, 06:13 PM
Not a good point to be accessing from. Also, far from a Warhulk comparable class. The Warhulk balances (poorly) its advances with a lack of any Base attack bonus.
The warhulk also gains considerable offensive abilities. This class however, gains defensive ones.

Earliest entry possible by Fighters, Knights, Barbarians, Hexblades, and Duskblades (as well as Crusaders and Warblades). Of those, the class is rewarding or requiring movement and mobility, so non-Knights are the target.
On a side note, I wouldn't invest in this class just from the pre-reqs unless it did something good, as the requirement of Spring Attack removes one of the work around for the otherwise horrible feat-taxes of Dodge/Mobility.
The requirements are intended to be inhibitive.

So I'm to assume that this class will be a boon to anyone not already a Knight or Barbarian, and those classes won't be losing anything. Well, lets see, knight, probably not, since they don't gain anything in the first place. Barbarian, spending 10 levels will be losing out on tireless rage, greater rage, uses of rage... etc.


Bluff is strange on here, as that is a social skill and this is seemingly a warrior first.
Knowledge (tactics/warfare) is not a Knowledge subcategory, unless you're in Oriental Adventures. Both of those, according to Complete Warrior, are covered under Knowledge (history)
The reason they are listed separately is for those playing in, say, OA.


Someone being defined as? Do you need to stand in front of them? Within 5ft? At the gate of the castle they are in? Do you need to openly declare you are protecting them? Can they move away from you? Can they be another combatant, or do they have to be someone who is 'helpless' to fight others?
I'll add a definition.


+30ft isn't too bad. I don't really see what this has to do with being untouchable and the like. Is this class meant to be light armoured? If it is heavy armoured, a speed boost is kind of counter-productive. Wouldn't some sort of ability to interpose yourself between an attacker and your protected ally be better?
The movement bonus isn't counter-productive at all. Let me put it this way, you are in a town, the town comes under attack, you are in the middle, how quickly can you reach the gate? After all, you ARE a guard.


Perhaps this should be later in the class, like the Warshaper? Heck, even if you have fast healing 1 or 2, you're ahead of the game because you'll never bleed out if dying, and can get back in the battle with a little waiting. What about Fast Healing 1 at 3rd, 2 at 6th and 3 at 9th? Yes, because at 17th level fast healing 3 is SO useful when people are capable of dealing HUNDREDS of damage. No, I think I will leave it as is.


You should mention you're unmovable before you clarify it, as it comes out of nowhere otherwise. The class already has a dodge bonus. This ability would be enough just being unmovable and gaining half your class in DR/-
The idea is, how do you damage an immovable object. If it is truely immovable, then it will resist any attempts to move any parts of itself, including through say... cutting them off. Dr 5 at level 17 is also useless.


Perhaps at 4th the character gains a +4 on the opposed roll, and at 8th no longer needs an attack roll? You are missing that it can still only do this once per opponent, and most characters at level 7+ will have more than one attack, not to mention this will not save you from the mages.


These might work better as improvements to the Deflect abilities at 8th and 9th.
Redirection of attacks is placed at mid-level because later on it could become... rather... or come in too late to be of any use. Since at higher levels there are many ways to attack that can simply not be blocked. I would also like to point out I can make a character capable of... 12 attacks at level 11. dealing 1d8+37 damage. With AB +29. How is this class ability game-breaking, exactly why should it be moved aside from 'think'. I put rather careful consideration into these classes when I make them.


Fine with this one. Why thank you.


I like the top bit, and the bottom bit could be clarified by copy-pasting the Frightful Presence ability and changing it slightly.
Frightful presence does not work this way. While I could, it would have required more work and thought for me than to merely write it out.


The enemy takes an AC penalty when attacking the guardian? Does this apply after the enemy's turn? The penalty is very high if it's the guardian's entire AC bonus, or is it just the dodge bonus? It's the dodge bonus.


The doorway thing is kind of unclear. This might be better implimented by making Combat Reflexes and Stand Still requirements of the class, and giving the class the Thicket of Blades stance form ToB as a passive ability, meaning anyone who moves through the guardian's threatened squares provokes an AoO, and Tumbling and the Withdraw action don't prevent this. Keep the knockback thing though.

It is not unclear. You are in a giant hold. In a doorway approximately 30 feet wide, trying to keep the giants from getting past, which they are desperately trying to do, you keep hitting them and pushing them pack out of the doorway. It's usable in a doorway of any size. Think of yourself as the goalie in a soccer game. The enemies are the ball, and you have a sword. The balls are trying to get past you.


So it gets Whirlwind Attack as a capstone? Make sense considering the pre-reqs, but still a bit underwhelming. The reach thing is a good start, and the extending reach is nice too. The Thicket of Blades thing above applies for the AoO movement thing, if combined with Stand Still. Increasing Concentration checks is nice too, but I'd suggest it as just a passive result of being in a threatened square. Also, at some point giving this class an equivalent of the Knight's "Bulwark of Defense" which makes all threatened squares difficult terrain, would also be a good idea. And this class is powerful enough with its other class features that it really doesn't require anything super powerful as a capstone. I would also like to point out... What if this guy had a bow?


Overall, the class isn't as OP as some earlier outings, but the dodge bonus and fast healing are a little out of hand if left as is. Also, the pre-reqs suggest a mobile fast guy, but the class suggests something along the lines of a Crusader lockdown build and the Devoted Defender from Sword and Fist.
It is however, based entirely on getting where it needs to get, and 'holding the line' or charging through into the thickest of the melee. It is not a front line fighter, it is an enemy line fighter. It's the guy that charges into the thickest fighting, and has an actual chance of coming out swinging. I concur, I have seen many overpowered classes. This one is at least, slightly balance. The all good saves is due to training this class receives, they are trained to be quick, tough, and resilient.

Thank you.

Sir_Chivalry
2011-11-06, 08:22 PM
Perhaps a playtest or two to fieldtest the creation then?

Ralasha
2011-11-06, 08:24 PM
By all means, playtest it to your hearts content. I did.

Sir_Chivalry
2011-11-06, 10:14 PM
By all means, playtest it to your hearts content. I did.

What did you run it against?

In a group?

Solo?

Against magic users? Mixed groups? SLA using monsters?

Did you compare those to fighters, devoted defenders, dwarven defenders, crusaders, other classes that attempt to fill a similat niche?

Ralasha
2011-11-06, 10:31 PM
I ran it in a series of scenarios.
First: Solo at levels:
{table]Opponent|7, 9, 12, 15, 18, 20 Win/Lose
Fighter|Lose, Lose, Win, Win, Lose, Win
Paladin|Win, Lose, Lose, Win, Win, Win
Barbarian|Win, Lose, Lose, Lose, Lose, Win
Hex-Blade| Win, Lose, Lose, Win, Lose, Win
Warhulk| Draw, Win, Lose, Win, Draw, Lose[/table]
Vs Casters:
Wizard: 50/50
Sorcerer: Always Loses
Bard: Win
Cleric: Lose
Favoured Soul: Win

Elfstone
2011-11-07, 02:16 PM
What did you run it against?

In a group?

Solo?

Against magic users? Mixed groups? SLA using monsters?

Did you compare those to fighters, devoted defenders, dwarven defenders, crusaders, other classes that attempt to fill a similat niche?
What? The dwarven defender is anti movement.. In the defensive stance it can't even move.. While the defending aspect is the same, the movement is completely opposite.

Formatting request, that you remove the bullets and bold the abilities, listing wether each one is Su or Ex as appropriate.

Ralasha
2011-11-07, 05:15 PM
I compromised. Left the bullets bolded the names, tagged the abilities.

DoughGuy
2011-11-07, 06:18 PM
It is not unclear. You are in a giant hold. In a doorway approximately 30 feet wide, trying to keep the giants from getting past, which they are desperately trying to do, you keep hitting them and pushing them pack out of the doorway. It's usable in a doorway of any size. Think of yourself as the goalie in a soccer game. The enemies are the ball, and you have a sword. The balls are trying to get past you.

Seems a bit overpowered here. You could classify a 100ft wide area as a doorway and this class could block the whole thing. Probably needs a width restriction like 20ft.

Ralasha
2011-11-07, 06:33 PM
Let me ask you one quick question. How do you define a doorway?
I define it by definition: an entrance into a building or room.

Sir_Chivalry
2011-11-07, 11:01 PM
Let me ask you one quick question. How do you define a doorway?
I define it by definition: an entrance into a building or room.

Is a dungeon a building? Is a cave entrance a doorway? What about a tent flap? A window? A chute down into a building?

Put a definition of doorway into the class, otherwise it is not clear.

DoughGuy
2011-11-07, 11:15 PM
Let me ask you one quick question. How do you define a doorway?
I define it by definition: an entrance into a building or room.

It doesnt matter how you define a doorway. It does matter how big said doorway is. Currently a character with this class could, within six seconds, attack enemies at either end of a mile wide doorway. It's a good ability it just needs a limit.

Elfstone
2011-11-08, 11:08 AM
Thats not a doorway...Thats an opening to a covered area.

Thats what her point is.

But really, to prevent stupidity, a description should be added.

Ralasha
2011-11-08, 11:10 AM
If there is stupidity, its the DMs fault.

All things are at the whim of the DM. I did add a description and a limit.