Phosphate
2011-11-20, 03:50 AM
The Grim Protector
http://fc00.deviantart.net/fs71/f/2010/245/c/5/lon_shadowknight_defender_by_dcwj-d2xw1v8.jpg
Grim Protectors are not the ones you'd see partying all day. Their goal is to defend a given objective, and their pursue is unrelenting. Literally nothing could sway them from their duties, and all who try are welcomed with a swift death.
Locations: Grim Protectors can be found defending the city gates of towns (together with 5-20 warriors) or small cities (together with 5 other Grim Protectors and 30-50 warriors), protecting bridge passes, throne rooms and secret sites of power.
Race: Grim Protectors are usually members of a race with a long militia tradition and strong lawful tendencies, such as the dwarves. Humans also make great Grim Protectors due to their tendency to get overly passionate with their own goals, whatever those may be. Although there are many Grim Protectors, they do not vary much in terms of race.
Alignment: Lawful Neutral. A Grim Protector who changed his alignment on the Good-Evil axis cannot use his class features (but still levels) until he reverts to Neutral and Atonement is cast on him. A Grim Protector who changed his alignment on the Law-Chaos axis loses all class levels except the first one, and cannot level (in any class, not only Grim Protector) until Atonement is granted to him, and he reverts to Lawful.
Religion: Grim Protectors can be of any faith, as long as the god they worship is specifically Lawful Neutral.
Special Restrictions: Unless the very first level taken at character creation is Grim Protector, a character cannot advance in this class at all. If someone DOES have a level in this class, his class level must be at least equal to his ECL/2 to use class features.
Starting Age: moderate
Starting Gold: as paladin
Class Features
Skill Points per Level: 2 + int mod (x4 at first level)
Class Skills: Appraise, Bluff, Diplomacy, Heal, Intimidate, Knowledge (Local), Listen, Profession, Search, Sense Motive, Spot, Tumble
{table=head]Level|BAB|Fort|Ref|Will|Special|Spells/Powers|Feats
1st|+1|+2|+1|+2|Vow of Defense, Suppress Supernatural, Unworthy|
1|
1
2nd|+2|+3|+1|+3|Precision Blow, Agile Joints|
2|
1
3rd|+3|+3|+2|+3|Efficacy, Evasion|
2|
2
4th|+4|+4|+2|+4|Mediated Conflict, Guard's Vengeance|
4|
2
5th|+5|+4|+3|+4|Perceptive Dodge, Mental Fortress|
4|
3
6th|+6/+1|+5|+3|+5|Return to Duty, Vow of Death|
7|
3
7th|+7/+2|+5|+3|+5|Bonus Feat|
7|
4
8th|+8/+3|+6|+4|+6|Mettle|
11|
4
9th|+9/+4|+6|+4|+6|Hold My Ground|
11|
5
10th|+10/+5|+7|+5|+7|Repurposing|
16|
5
11th|+11/+6/+1|+7|+5|+7|Bonus Feat|
16|
6
12th|+12/+7/+2|+8|+6|+8|Denied Retreat|
16|
6
13th|+13/+8/+3|+8|+6|+8|Penetrating Strikes|
22|
7
14th|+14/+9/+4|+9|+6|+9|Statue Guard's Toughness|
22|
7
15th|+15/+10/+5|+9|+7|+9|Bonus Feat|
22|
8
16th|+16/+11/+6/+1|+10|+7|+10|Defense Line: Repulsion|
29|
8
17th|+17/+12/+7/+2|+10|+8|+10|Defense Line: Suffering|
29|
9
18th|+18/+13/+8/+3|+11|+8|+11|Defense Line: Devour|
29|
9
19th|+19/+14/+9/+4|+11|+8|+11|Bonus Feat|
37|
10
20th|+20/+15/+10/+5|+12|+9|+12|Repurposing, Statue Guard's Slumber|
37|
10[/table]
Spells/Powers Known
{table]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|4|2||||||||
2nd|5|2||||||||
3rd|5|3||||||||
4th|6|3|1|||||||
5th|6|4|2|||||||
6th|7|4|2|1||||||
7th|7|5|3|2||||||
8th|8|5|3|2|1|||||
9th|8|5|4|3|2|||||
10th|9|5|4|3|2|1||||
11th|9|5|5|4|3|2||||
12th|9|5|5|4|3|2|1|||
13th|9|5|5|4|4|3|2|||
14th|9|5|5|4|4|3|2|1||
15th|9|5|5|4|4|4|3|2||
16th|9|5|5|4|4|4|3|2|1|
17th|9|5|5|4|4|4|3|3|2|
18th|9|5|5|4|4|4|3|3|2|1
19th|9|5|5|4|4|4|3|3|3|2
20th|9|5|5|4|4|4|3|3|3|3[/table]
A Grim Protector can learn a spell or power as long as his Int score is 11 or higher, regardless of the spell or power's level
Weapon and Armor Proficiencies: A Grim Protector is proficient with simple and martial weapons, all types of armor, and all shields.
Vow of Defense: A Grim Protector vows to protect a certain place, pass, or object. It must be relatively immobile (a mast on a floating ship is eligible, a coin in a puch the Grim Protector is carrying, not so much). The defended target must fit horizontally in a circle with a radius of 100 feet (it can have any size on the vertical). The Grim Protector cannot choose to vow defense on another objective, unless his current one is destroyed or a recognized superior tells the Grim Protector to change targets. A Grim Protector CAN, however, not vow defense at all. If a class feature is marked (*), it means that the Grim Protector can use it only if he is currently respecting a Vow of Defense, and within 1 mile of his target
*Suppress Supernatural (Su/Sp): A Grim Protector has the innate ability to separate those able to tap into currents of magic or astral energy from their source of power. He is granted a number of points per day, that are recharged via an 8 hour sleep, as displayed in the Spells/Powers column. They can be used in 2 ways:
Firstly, when a character is casting or manifesting, the Grim Protector can expend an Immediate Action to counter their spell or power. If the spell or power are basic, 1 point is expended, if the spell has metamagic applied to it/the power is augmented, 2 points are expended. This is treated as a supernatural ability. Secondly, a Grim Protector can ward a target within line of sight with a specific spell/power as a swift action spell-like ability, so that when they cast/manifest a specific spell/power it is countered. The wards expend 1 point at creation, are subject to SR, stack, and can only be removed by triggering them.
Grim Protectors can only block spells and powers that they have learned. They are granted bonus Spells/Powers known for having a high Int score. They also add their Cha mod to Spell/Power blocking points per day.
*Unworthy (Ex): Once every 2 levels, starting at level 1, a Grim Protector may choose a feat from any category. The Grim Protector must qualify for all feats chosen this way, with one exception: for the purpose of qualifying for metamagic and metapsionic feats only, a Grim Protector treats himself as a Wilder and a Sorcerer of the same level. All creatures within 5 feet*level of the Grim Protector are affected by this ability.
Creatures within range are treated as if they do not have the passive feats (except where it would make no sense, such as with Leadership) chosen by the Grim Protector (casting a spell that has been enhanced with metamagic as a prepared caster is treated as passive for this purpose). If they choose to use an active (requires a full round action or less) feat that was chosen by the Grim Protector, they must make a Will Save against a DC of 15+Class Level/2+Wis mod.
Precision Blow (Ex): Right before attacking, a Grim Protector can declare a Precision Blow. Precision Blows never threaten a critical, never fail on a roll of 1, never deal nonlethal damage (not even against Regenerating foes) and instead of rolling for their weapon damage they use the average by default.
Agile Joints (Ex): A level 2 Grim Protector treats the maximum dex of his armor as being 1 point higher.
Evasion (Ex): If subjected to an attack that allows a Reflex save for half damage, a character with evasion takes no damage on a successful save.
*Efficacy (Ex): Keeping his movement tight and efficient, a Grim Protector does not expend his swift action when performing an immediate action. He is still normally limited to one immediate action per round.
Mediated Conflict (Su): The Grim Protector controls a battle situation by minimizing unwanted harm. He must choose 2 targets within line of sight as a standard action: those targets must be either willing or have lower or equal HD to him. If a target that has lower HD but is unwilling is selected, he is not offered a save. The selected targets cannot deal any kind of direct damage to each other (direct damage meaning any attack involving a weapon, or any spell/power that takes SR/PR into account) for Cha mod rounds. The Grim Protector may not choose himself, nor any other character with levels in the Grim Protector class.
*Guard's Vengeance (Su): And all who dare approach the Grim Protector's objective shall cry in pain. He can use this ability when hitting an opponent in melee (doesn't stack). If, voluntarily or against his will, the opponent then gets closer to the defended objective than he was when he was hit, he receives the damage he took when this ability was first used on him again, except it will be treated as untyped.
Perceptive Dodge (Ex): A Grim Protector always has a clear mind and a deep awareness of the battlefield. Due to this, he cannot be sneak attacked.
*Mental Fortress (Ex): A Grim Protector can resist charms and compulsions by clearing his mind of everything but his vow of defense, gaining a +4 bonus to Will saves made to resist mind-affecting effects.
*Return to Duty (Ex): A Grim Protector can shake abuse off by focusing on his duty. After he fails a fortitude save to avoid being stunned, he can make a will save against the same DC. If he succeeds, the duration is halved, then rounded down (if the duration is 1, the ability fails).
Vow of Death (Ex): A Grim Protector cannot allow morals or empathy to sway him from his path. He gains a bonus to damage rolls equal to his class level. Additionally, while within 1 mile of his defended objective, acts of murder committed by him are never treated as evil.
Bonus Feat: At levels 7, 11, 15 and 19, a Grim Protector may choose to gain one feat from the bonus fighter list. He must have the necessary prerequisites. He may, however, refuse to gain a feat in any of those instances, and choose another feat for his Unworthy feature instead.
Mettle (Ex): Starting at level 8, a Grim Protector's determination allows him to shrug off magical effects that would otherwise harm him. If a Grim Protector makes a successful Will or Fortitude save that would normally reduce an abilitys effect (such as a spell with the entry Will partial or Fortitude half) he receives no effects.
*Hold My Ground (Su): A Grim Protector's worst nightmare is to be separated from his defended objective. Both the objective and the protector himself are treated as planar locked while within 1 mile of each other.
Repurposing: At levels 10 and 20, a Grim Protector may completely change his spells/powers known list.
*Denied Retreat: A Grim Protector must make sure that foes never get a second chance to mess with his objective. Astral travel is not allowed 100 feet around the objective and the Grim Protector can make attacks of opportunity against withdrawing opponents.
Penetrating Strikes (Su): A level 13 Grim Protector rips the veil between worlds with every one of his hits. As a result, his attacks damage incorporeal and ethereal foes normally.
Statue Guard's Thoughness (Ex): Whenever a Grim Protector would take non-energy lethal damage, he can make a Fort save against a DC equal to the damage. If he succeeds, the damage he receives becomes nonlethal. If he fails, he receives DR 5/- and cannot use this ability for 3 rounds.
*Defense Lines: A high level Grim Protector can conjure up additional defenses to protect his objective. All the abilities presented below disappear if the Grim Protector is unconscious and can be made by the Grim Protector to specifically not work on certain targets, including himself.
Repulsion: The space up to 250 feet away from the objective is treated as being under a permanent Antipathy effect. The exact race/alignment being warded off by Antipathy can be changed by the Grim Protector once per day.
Suffering: All creatures within 200 feet of the objective receive 5d8 of untyped lethal damage per round. If their hit points drops below maximum/2, they become fatigued until they leave the area.
Devour: If a creature dies within 1 mile of the objective, its soul is destroyed.
Statue Guard's Slumber (Su): A level 20 Grim Protector can completely turn himself into a statue. No kind of magic, no matter how strong, can detect that he is alive, or even that the statue is magical. As a statue, the Grim Protector is treated as an immovable (dex 0) construct with +20 hit points and hardness 30. While a statue, the Grim Protector does not age, is not affected by poison or disease (which is suppressed on him but still exists), and is treated as sleeping although not unconscious. While a statue, the Grim Reaper loses his sight and hearing, but gains Tremorsense out to 240 feet. Turning into a statue and back are both free actions, but the Grim Reaper must remain at least 1 hour in the statue conditions after turning.
http://fc00.deviantart.net/fs71/f/2010/245/c/5/lon_shadowknight_defender_by_dcwj-d2xw1v8.jpg
Grim Protectors are not the ones you'd see partying all day. Their goal is to defend a given objective, and their pursue is unrelenting. Literally nothing could sway them from their duties, and all who try are welcomed with a swift death.
Locations: Grim Protectors can be found defending the city gates of towns (together with 5-20 warriors) or small cities (together with 5 other Grim Protectors and 30-50 warriors), protecting bridge passes, throne rooms and secret sites of power.
Race: Grim Protectors are usually members of a race with a long militia tradition and strong lawful tendencies, such as the dwarves. Humans also make great Grim Protectors due to their tendency to get overly passionate with their own goals, whatever those may be. Although there are many Grim Protectors, they do not vary much in terms of race.
Alignment: Lawful Neutral. A Grim Protector who changed his alignment on the Good-Evil axis cannot use his class features (but still levels) until he reverts to Neutral and Atonement is cast on him. A Grim Protector who changed his alignment on the Law-Chaos axis loses all class levels except the first one, and cannot level (in any class, not only Grim Protector) until Atonement is granted to him, and he reverts to Lawful.
Religion: Grim Protectors can be of any faith, as long as the god they worship is specifically Lawful Neutral.
Special Restrictions: Unless the very first level taken at character creation is Grim Protector, a character cannot advance in this class at all. If someone DOES have a level in this class, his class level must be at least equal to his ECL/2 to use class features.
Starting Age: moderate
Starting Gold: as paladin
Class Features
Skill Points per Level: 2 + int mod (x4 at first level)
Class Skills: Appraise, Bluff, Diplomacy, Heal, Intimidate, Knowledge (Local), Listen, Profession, Search, Sense Motive, Spot, Tumble
{table=head]Level|BAB|Fort|Ref|Will|Special|Spells/Powers|Feats
1st|+1|+2|+1|+2|Vow of Defense, Suppress Supernatural, Unworthy|
1|
1
2nd|+2|+3|+1|+3|Precision Blow, Agile Joints|
2|
1
3rd|+3|+3|+2|+3|Efficacy, Evasion|
2|
2
4th|+4|+4|+2|+4|Mediated Conflict, Guard's Vengeance|
4|
2
5th|+5|+4|+3|+4|Perceptive Dodge, Mental Fortress|
4|
3
6th|+6/+1|+5|+3|+5|Return to Duty, Vow of Death|
7|
3
7th|+7/+2|+5|+3|+5|Bonus Feat|
7|
4
8th|+8/+3|+6|+4|+6|Mettle|
11|
4
9th|+9/+4|+6|+4|+6|Hold My Ground|
11|
5
10th|+10/+5|+7|+5|+7|Repurposing|
16|
5
11th|+11/+6/+1|+7|+5|+7|Bonus Feat|
16|
6
12th|+12/+7/+2|+8|+6|+8|Denied Retreat|
16|
6
13th|+13/+8/+3|+8|+6|+8|Penetrating Strikes|
22|
7
14th|+14/+9/+4|+9|+6|+9|Statue Guard's Toughness|
22|
7
15th|+15/+10/+5|+9|+7|+9|Bonus Feat|
22|
8
16th|+16/+11/+6/+1|+10|+7|+10|Defense Line: Repulsion|
29|
8
17th|+17/+12/+7/+2|+10|+8|+10|Defense Line: Suffering|
29|
9
18th|+18/+13/+8/+3|+11|+8|+11|Defense Line: Devour|
29|
9
19th|+19/+14/+9/+4|+11|+8|+11|Bonus Feat|
37|
10
20th|+20/+15/+10/+5|+12|+9|+12|Repurposing, Statue Guard's Slumber|
37|
10[/table]
Spells/Powers Known
{table]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|4|2||||||||
2nd|5|2||||||||
3rd|5|3||||||||
4th|6|3|1|||||||
5th|6|4|2|||||||
6th|7|4|2|1||||||
7th|7|5|3|2||||||
8th|8|5|3|2|1|||||
9th|8|5|4|3|2|||||
10th|9|5|4|3|2|1||||
11th|9|5|5|4|3|2||||
12th|9|5|5|4|3|2|1|||
13th|9|5|5|4|4|3|2|||
14th|9|5|5|4|4|3|2|1||
15th|9|5|5|4|4|4|3|2||
16th|9|5|5|4|4|4|3|2|1|
17th|9|5|5|4|4|4|3|3|2|
18th|9|5|5|4|4|4|3|3|2|1
19th|9|5|5|4|4|4|3|3|3|2
20th|9|5|5|4|4|4|3|3|3|3[/table]
A Grim Protector can learn a spell or power as long as his Int score is 11 or higher, regardless of the spell or power's level
Weapon and Armor Proficiencies: A Grim Protector is proficient with simple and martial weapons, all types of armor, and all shields.
Vow of Defense: A Grim Protector vows to protect a certain place, pass, or object. It must be relatively immobile (a mast on a floating ship is eligible, a coin in a puch the Grim Protector is carrying, not so much). The defended target must fit horizontally in a circle with a radius of 100 feet (it can have any size on the vertical). The Grim Protector cannot choose to vow defense on another objective, unless his current one is destroyed or a recognized superior tells the Grim Protector to change targets. A Grim Protector CAN, however, not vow defense at all. If a class feature is marked (*), it means that the Grim Protector can use it only if he is currently respecting a Vow of Defense, and within 1 mile of his target
*Suppress Supernatural (Su/Sp): A Grim Protector has the innate ability to separate those able to tap into currents of magic or astral energy from their source of power. He is granted a number of points per day, that are recharged via an 8 hour sleep, as displayed in the Spells/Powers column. They can be used in 2 ways:
Firstly, when a character is casting or manifesting, the Grim Protector can expend an Immediate Action to counter their spell or power. If the spell or power are basic, 1 point is expended, if the spell has metamagic applied to it/the power is augmented, 2 points are expended. This is treated as a supernatural ability. Secondly, a Grim Protector can ward a target within line of sight with a specific spell/power as a swift action spell-like ability, so that when they cast/manifest a specific spell/power it is countered. The wards expend 1 point at creation, are subject to SR, stack, and can only be removed by triggering them.
Grim Protectors can only block spells and powers that they have learned. They are granted bonus Spells/Powers known for having a high Int score. They also add their Cha mod to Spell/Power blocking points per day.
*Unworthy (Ex): Once every 2 levels, starting at level 1, a Grim Protector may choose a feat from any category. The Grim Protector must qualify for all feats chosen this way, with one exception: for the purpose of qualifying for metamagic and metapsionic feats only, a Grim Protector treats himself as a Wilder and a Sorcerer of the same level. All creatures within 5 feet*level of the Grim Protector are affected by this ability.
Creatures within range are treated as if they do not have the passive feats (except where it would make no sense, such as with Leadership) chosen by the Grim Protector (casting a spell that has been enhanced with metamagic as a prepared caster is treated as passive for this purpose). If they choose to use an active (requires a full round action or less) feat that was chosen by the Grim Protector, they must make a Will Save against a DC of 15+Class Level/2+Wis mod.
Precision Blow (Ex): Right before attacking, a Grim Protector can declare a Precision Blow. Precision Blows never threaten a critical, never fail on a roll of 1, never deal nonlethal damage (not even against Regenerating foes) and instead of rolling for their weapon damage they use the average by default.
Agile Joints (Ex): A level 2 Grim Protector treats the maximum dex of his armor as being 1 point higher.
Evasion (Ex): If subjected to an attack that allows a Reflex save for half damage, a character with evasion takes no damage on a successful save.
*Efficacy (Ex): Keeping his movement tight and efficient, a Grim Protector does not expend his swift action when performing an immediate action. He is still normally limited to one immediate action per round.
Mediated Conflict (Su): The Grim Protector controls a battle situation by minimizing unwanted harm. He must choose 2 targets within line of sight as a standard action: those targets must be either willing or have lower or equal HD to him. If a target that has lower HD but is unwilling is selected, he is not offered a save. The selected targets cannot deal any kind of direct damage to each other (direct damage meaning any attack involving a weapon, or any spell/power that takes SR/PR into account) for Cha mod rounds. The Grim Protector may not choose himself, nor any other character with levels in the Grim Protector class.
*Guard's Vengeance (Su): And all who dare approach the Grim Protector's objective shall cry in pain. He can use this ability when hitting an opponent in melee (doesn't stack). If, voluntarily or against his will, the opponent then gets closer to the defended objective than he was when he was hit, he receives the damage he took when this ability was first used on him again, except it will be treated as untyped.
Perceptive Dodge (Ex): A Grim Protector always has a clear mind and a deep awareness of the battlefield. Due to this, he cannot be sneak attacked.
*Mental Fortress (Ex): A Grim Protector can resist charms and compulsions by clearing his mind of everything but his vow of defense, gaining a +4 bonus to Will saves made to resist mind-affecting effects.
*Return to Duty (Ex): A Grim Protector can shake abuse off by focusing on his duty. After he fails a fortitude save to avoid being stunned, he can make a will save against the same DC. If he succeeds, the duration is halved, then rounded down (if the duration is 1, the ability fails).
Vow of Death (Ex): A Grim Protector cannot allow morals or empathy to sway him from his path. He gains a bonus to damage rolls equal to his class level. Additionally, while within 1 mile of his defended objective, acts of murder committed by him are never treated as evil.
Bonus Feat: At levels 7, 11, 15 and 19, a Grim Protector may choose to gain one feat from the bonus fighter list. He must have the necessary prerequisites. He may, however, refuse to gain a feat in any of those instances, and choose another feat for his Unworthy feature instead.
Mettle (Ex): Starting at level 8, a Grim Protector's determination allows him to shrug off magical effects that would otherwise harm him. If a Grim Protector makes a successful Will or Fortitude save that would normally reduce an abilitys effect (such as a spell with the entry Will partial or Fortitude half) he receives no effects.
*Hold My Ground (Su): A Grim Protector's worst nightmare is to be separated from his defended objective. Both the objective and the protector himself are treated as planar locked while within 1 mile of each other.
Repurposing: At levels 10 and 20, a Grim Protector may completely change his spells/powers known list.
*Denied Retreat: A Grim Protector must make sure that foes never get a second chance to mess with his objective. Astral travel is not allowed 100 feet around the objective and the Grim Protector can make attacks of opportunity against withdrawing opponents.
Penetrating Strikes (Su): A level 13 Grim Protector rips the veil between worlds with every one of his hits. As a result, his attacks damage incorporeal and ethereal foes normally.
Statue Guard's Thoughness (Ex): Whenever a Grim Protector would take non-energy lethal damage, he can make a Fort save against a DC equal to the damage. If he succeeds, the damage he receives becomes nonlethal. If he fails, he receives DR 5/- and cannot use this ability for 3 rounds.
*Defense Lines: A high level Grim Protector can conjure up additional defenses to protect his objective. All the abilities presented below disappear if the Grim Protector is unconscious and can be made by the Grim Protector to specifically not work on certain targets, including himself.
Repulsion: The space up to 250 feet away from the objective is treated as being under a permanent Antipathy effect. The exact race/alignment being warded off by Antipathy can be changed by the Grim Protector once per day.
Suffering: All creatures within 200 feet of the objective receive 5d8 of untyped lethal damage per round. If their hit points drops below maximum/2, they become fatigued until they leave the area.
Devour: If a creature dies within 1 mile of the objective, its soul is destroyed.
Statue Guard's Slumber (Su): A level 20 Grim Protector can completely turn himself into a statue. No kind of magic, no matter how strong, can detect that he is alive, or even that the statue is magical. As a statue, the Grim Protector is treated as an immovable (dex 0) construct with +20 hit points and hardness 30. While a statue, the Grim Protector does not age, is not affected by poison or disease (which is suppressed on him but still exists), and is treated as sleeping although not unconscious. While a statue, the Grim Reaper loses his sight and hearing, but gains Tremorsense out to 240 feet. Turning into a statue and back are both free actions, but the Grim Reaper must remain at least 1 hour in the statue conditions after turning.