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    Sep 2007

    Default You'll need to hit me harder than that...[PrC]

    Offtopic Note: I could really use a table, should ye be kind enough to provide one. Please?

    Whirlwind Bastion
    "On my honor, Seeress, you will not be touched."
    Kaylee Laythe, a Whirlwind Bastion, shortly before escorting Seeress Balai through the Battle of Kalak

    Defenders. Martyrs. Bodyguards, protectors, knights - all have laid their lives down to serve something greater than themselves. Some of the toughest people in the world belong to these professions, but none of them hold a candle to the Order of the Whirlwind Bastion. They embody protection, defense, discipline, and the iron will to carry a duty out past the grave. Through sheer force of will and physical fortitude, they can force their bodies to take blows that would kill lesser men three times over and keep working at perfect functionality.

    Fighters, paladins, knights, and monks are the most common Whirlwind Bastions. All other classes lack either the defense, the protection, or the dedication to pursue this path.

    Requirements
    In order to qualify as a Whirlwind Bastion, your character must meet the following prerequisites
    Saves: Base Fortitude save +8, Base Reflex save +4, Base Will save +4
    Skills: Concentration 8 ranks or Autoypnosis 8 ranks, Craft (Armorsmithing) 8 ranks.
    Feats: Endurance, Diehard, Improved Initative, Danger Sense, Shield Proficiency
    Special: The character must travel to the Monestary of the Whirling Shield and pass the Test of Ten Thousand Blows. Alternatively, she may travel to the Monestary of the Whirling Shield and challenge the High Bastion there to a duel to the death and succeed.

    Hit Die: 1d12
    B.A.B.: Good
    Fortitude: Good
    Reflex: Poor
    Will: Poor

    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    | Whirling Shield, Tough as Nails

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Ignore the Pain

    3rd|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Uncanny Dodge

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Shield Specialization

    5th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Shield the Worthy

    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    |No Martyrs (-20)

    7th|
    +7
    |
    +6
    |
    +2
    |
    +6
    |Trust Your Armor

    8th|
    +8
    |
    +6
    |
    +3
    |
    +6
    |Improved Uncanny Dodge

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |Whipping Boy

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |Vengence, No Martyrs (-40) [/table]

    Class Skills: Autohypnosis (Wis), Concentration (Con), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str)

    Skill Points per Level: 2+Intelligence Modifier

    Weapon and Armor Proficiencies: The Whirling Bastion does not gain proficiency in any weapons or armors. Unless otherwise stated, the Whirling Bastion cannot use her class abilities in any armor lighter or heavier than Medium and with a shield any heavier or lighter than Heavy.

    Tough as Nails: The Whirling Bastion rigerously conditions herself, gaining +2 H.P. per level in this class.

    Whirling Shield (Ex): The Whirling Bastion is ever ready, her shield arm moving before her mind can even register a threat. Her Shield A.C. is applied against all attacks, including Touch attacks, unless she is paralyzed or otherwise helpless.

    Ignore the Pain (Ex): "Pain is the sensation of fear leaving the body," goes one of the creedos of the Whirling Bastion, and at second level, she attains this. The Whirling Bastion becomes immune to pain and fear effects. This ability can be used in any armor, with any shield.

    Uncanny Dodge (Ex): Starting at level three, as the barbarian class feature.

    Shield Specialization: At level four, the Whirling Bastion recieves Shield Specialization (Heavy) as a bonus feat, regardless of whether or not she meets the prerequisites.

    Shield the Worthy (Ex): The Whirling Bastion is a bodyguard, first and foremost, and starting at level five she perfects the craft to an art form. Whenever an ally within five feet of the Whirling Bastion would be damaged by a melee or ranged attack, the Whirling Bastion may enter their square as an immediate action and take the blow for them. If she chooses to do so, she takes any other blows that would have hit that ally until the beginning of her next turn.

    No Martyrs (Ex): "No Martyrs," is another motto of the Whirling Bastions, meaning that they will never die in the line of duty. Starting at sixth level, they are dead a -20, not -10. At tenth level, this changes to -40. They may continue to move and act without penalty until death.

    Trust Your Armor (Ex): The Whirling Bastion takes her hits with grace, presenting chains, pauldrons, helms, and shields to take her blows for her. Starting at level seven, she gains DR equal to her Armor bonus to AC plus her Shield bonus to AC, divided by two, rounded up (so a Whirling Bastion in Chainmail with a Heavy Steel Shield has DR 4/-). This ability cannot be used if the Whirling Bastion is helpless.

    Improved Uncanny Dodge (Ex): Starting at eighth level, as the Barbarian class feature.

    Whipping Boy (Ex): At this point in her career, the Whirling Bastion has developed a slight tendency to masochism, entering every battle smiling a little on the inside at the prospect of taking blow after blow. Stating at ninth level, for every ten points she is below her full normal health, she gains a +1 on all attack and damage rolls. Additionally, the Whirling Bastion becomes immune to death effects.

    Vengence (Su): The last teaching of the Whirling Martyr is one of energy and its motion. If you can turn your opponent's blows back upon them, then the fight can be won. The Whirling Bastion takes this to an extreme and literal degree, becoming capable of inflicting mirrors of the blows she has taken upon her foes. Starting at tenth level, she may choose to forgo rolling her own damage for attacks, instead dealing damage equal to the amount of damage she has taken in the last round to any foes she strikes. Note that this means she does not get any bonus damage from Strength, magical weapons, or her Whipping Boy ability (or any other damage modifiers), nor does this ability copy magical effects such as a Nine Lives Stealer.
    Last edited by Lord_Gareth; 2008-01-11 at 05:28 PM.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig