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    Barbarian in the Playground
     
    AssassinGuy

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    Default The silent protector, the Invisible Guardian (3.5 base)

    Invisible Guardian

    The silent protectors, the watchers from the shadows, these are the Invisible Guardians. Listening to the rhythm of the battlefield, they use their intuition and sharp reflexes to flit quickly between defending their allies and gutting their enemies. Where knights and soldiers rely on their heavy armor and miles of grit to win the day, the invisible guardian falls back on his mobility to be exactly where his enemy doesn't want him to be.

    Notes:
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    I'm kinda feeling like this is missing something. A good one or two more combo breakers that I can't seem to compile in my mind right now.... and it really really needs a new ability some point after level 10, but I'm having a hard time coming up with anything.

    Another note, some of my wording may leave a bit to be desired. If you're going to correct the wording I've chosen for the abilities, or ask for a clarification, please at least take the time to also give your thoughts on the rest of the class as well.


    {table=head]Level|BAB|Fort|Ref|Will|Special
    1th | +0 |+2 | +2 | +0 | Combo Points, Acrobatics (+1 AC)
    2th | +1 |+3 | +3 | +0 | Instigate, Evasion
    3th | +2 |+3 | +3 | +1 | Acrobatics (+1 AC, +1d6), Dextrous Armor +1/-1
    4th | +3 |+4 | +4 | +1 | Combo Breaker, Uncanny Dodge
    5th | +3 |+4 | +4 | +1 | Acrobatics (+2 AC, +1d6)
    6th | +4 |+5 | +5 | +2 | Dimension Step, Dextrous Armor +2/-2
    7th | +5 |+5 | +5 | +2 | Acrobatics (+2 AC, +2d6)
    8th | +6/+1 | +6 | +6 | +2 | Combat Rhythm, Combo Breaker, Improved Uncanny Dodge
    9th | +6/+1 | +6 | +6 | +3 | Acrobatics (+3 AC, +2d6), Dextrous Armor +3/-3, Improved Evasion
    10th | +7/+2 | +7 | +7 | +3 | Dimension Guardian
    11th | +8/+3 | +7 | +7 | +3 | Acrobatics (+3 AC, +3d6)
    12th | +9/+4 | +8 | +8 | +4 | Combo Breaker, Dextrous Armor +4/-4
    13th | +9/+4 | +8 | +8 | +4 | Acrobatics (+4 AC, +3d6)
    14th | +10/+5 | +9 | +9 | +4 | Shadow Guardian
    15th | +11/+6/+1 | +9 | +9 | +5 | Acrobatics (+4 AC, +4d6), Dextrous Armor +5/-5
    16th | +12/+7/+2 | +10 | +10 | +5 | Combo Breaker
    17th | +12/+7/+2 | +10 | +10 | +5 | Acrobatics (+5 AC, +4d6)
    18th | +13/+8/+3 | +11 | +11 | +6 | Dextrous Armor +6/-6
    19th | +14/+9/+4 | +11 | +11 | +6 | Acrobatics (+5 AC, +5d6)
    20th | +15/+10/+5 | +12 | +12 | +6 | Combo Breaker
    [/table]
    Skills - Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (local) (Int), Knowledge (Nobility & Royalty) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)
    Skill Points - (6 + Int) x 4 at first level
    Hit Dice - D8


    Weapons and Armor - Inivisible guardians are proficient in all simple and martial weapons. They are proficient with light and medium armor, and with buckler shields.


    Combo Points - Invisible guardians develop a rhythm on the battlefield, creating openings as their tempo increases, and suddenly changing their rhythm at a second's notice to completely redirect the flow of combat. An invisible guardian builds up a pool of combo points while fighting. Every time an invisible guardian lands an attack, is missed by an attack, or makes a saving throw, he gains one combo point, up to a maximum of 5. Outside of combat, an invisible guardian may spend time doing various acrobatics to work up their rhythm, building 1 combo point per minute of uninterrupted exercise. Once an invisible guardian leaves combat or stops exercising, all unspent points are lost after 1 minute.

    At the start of battle, the invisible guardian decides whether to focus on attack or defense. If he decides to focus on attack, every combo point in his pool grants him a +1 competence bonus to all his attack rolls. If he decides to focus on defense, every combo point in his pool grants him a +1 dodge bonus to his AC and Reflex saves. The invisible guardian may switch between offense and defense as a free action once per turn, but doing so removes all combo points he's stocked thusfar.

    In addition, any time an invisible guardian makes an attack, he may expend 1 combo point and one of his attacks of opportunity to make an additional attack at a -2 penalty. He may do this any number of times per round as long as he has the combo points and attacks of opportunity available to do so, but each attack incurs an additional cumulative -2 penalty for any other attacks taken that round. These additional attacks do not grant combo points, even if they successfully hit their target.

    Combo points are also used to perform exceptional feats of battle prowess called Combo Breakers, starting at level 4.


    Acrobatics (Ex) - An invisible guardian relies on mobility to deal extra damage and improve his defenses. He gains a +1 dodge bonus to AC during any round in which he moves at least 10 feet. The bonus applies as soon as the invisible guardian has moved 10 feet, and lasts until the start of his next turn. This bonus improves by 1 for every four levels gained above 1st.

    At 3rd level, an invisible guardian deals an extra 1d6 points of damage on all attacks he makes during any round in which he moves at least 10 feet. The extra damage applies only to attacks taken during the invisible guardian's turn. This extra damage increases by 1d6 for every four levels gained above 3rd level.

    The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The invisible guardian must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Invisible guardians can apply this extra damage to ranged attacks made while performing acrobatics, but only if the target is within 30 feet.

    An invisible guardian loses this ability when wearing heavy armor, when carrying a heavy load, or if he loses his dexterity to AC. Acrobatics may be treated as the Skirmish class feature for the sake of meeting feat and prestige class prerequisites. Any feats or prestige classes that require the Skirmish class ability may substitute the invisible guardian class for the scout class in any of their descriptions (such as the Swift Ambusher feat).


    Instigate (Ex) - At level 2, an invisible guardian knows that an enraged enemy is a sloppy enemy. As a standard action, the invisible guardian attempts to taunt a target within 30 feet. A failed Will save (10 + 1/2 class level + Charisma modifier) puts the target into a single-minded fury, imparting a penalty to the target's AC and Reflex saves equal to 1/2 the invisible guardian's Charisma modifier, and causes the target to focus all attacks and spells against the invisible guardian for a number of rounds equal to 1/2 his class level. This may include area spells and attacks, as long as the invisible guardian is included in the area of the attack.

    A target who is taunted can attempt to save again at the beginning of his turn if anybody other than the invisible guardian has attacked him since his last turn.


    Evasion - At level 2, an invisible guardian can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the invisible guardian is wearing medium, light armor or no armor. A helpless invisible guardian does not gain the benefit of evasion.


    Dextrous Armor (Ex) - At level 3, an invisible guardian trains to improve his mobility while armored. Any armor he wears has its maximum dex bonus increased by +1 and its armor check penalty reduced by -1. These changes increase by 1 again at level 6, and every three levels thereafter.

    Uncanny Dodge (Ex) - Starting at 4th level, an invisible guardian can react to danger before his senses would normally allow her to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.

    If an invisible guardian already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.


    Combo Breaker - Starting at level 4, an invisible guardian learns to completely switch up his combat rhythm to fit any combat situation. At level 4, and every four levels thereafter, the invisible guardian chooses to learn one combo breaker from the list below.

    An invisible guardian may activate any combo breaker he knows as a swift action by expending all current combo points. Once a combo breaker has been activated, it remains active until the invisible guardian activates a different combo breaker, is rendered helpless, dies, dismisses it as a free action, or when his combo points are lost due to the end of combat or inactivity. He must have at least 1 combo point in order to activate a combo breaker.

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    Debilitate (Ex) - The invisible guardian focuses his strikes on the vital areas, tearing muscle and slicing tendon. When using this combo breaker, every successful attack applies a penalty to the target's movement and AC for 1 round. Per combo point expended this way, the target is penalized 5 feet of all mundane movement types and 1 point of AC. This penalty is not cumulative.

    Distraction (Ex) - The invisible guardian focuses on flashy, dangerous-looking attacks that fray the nerves and distract the senses. When using this combo breaker, every successful attack applies a -1 penalty to the target's saving throws for every combo point expended this way, for 1 round. This penalty is not cumulative. In addition, if an invisible guardian strikes a creature who can cast spells or spell-like abilities while using this combo breaker, that creature must roll a concentration check (10 + 1/2 class level + Charisma modifier + combo points expended) if he decides to cast a spell or spell-like ability on his next turn.

    Eviscerate (Ex) - The invisible guardian sacrifices his maneuverability to ensure every attack bites deep into his enemies. When using this combo breaker, the invisible guardian loses the dodge bonus granted by his Acrobatic ability and increases the damage he deals with each attack by 1d6 per combo point expended this way (to a maximum of 5d6). He may not increase his damage by more dice than the amount of dodge bonus lost. (For example, if he loses +2 dodge bonus, he may only increase his damage by up to 2d6.)

    Guarding Steel (Ex) - The invisible guardian drops back into a defensive stance, using his blades to ward off incoming blows. When using this combo breaker, an invisible guardian and all adjacent allies gain 1/2 his dexterity modifier as a deflection bonus to their AC, in addition to an extra +1 bonus for every combo point expended in this way (to a maximum of 1/2 dexterity modifier + 5). While this combo breaker is active, the invisible guardian is reduced to one move or standard action per turn.

    Shadow Sneak (Su) - The invisible guardian wraps the shadows around him, bringing his mastery of deceipt and trickery to the battlefield. When using this combo breaker, any attacks against the invisible guardian have a 10% chance to miss for every combo point expended this way (to a maximum of 50% miss chance). The miss chance granted by this combo breaker is a supernatural ability, but since it uses shadows to conceal its user, it is mundane in nature and cannot by seen through by the likes of True Sight and similar spells. If an invisible guardian expends 5 combo points when activating this combo breaker, he is treated as having total concealment.

    Shadow Split (Su) - The invisible guardian wraps shadows around himself, then divides those shadows, making it impossible to determine the true target. This combo breaker creates a number of shadows equal to the combo points expended in this way. These shadows separate from the invisible guarian and remain in a cluster, each within 5 feet of at least one other shadow or the invisible guardian. He can move into and through the shadow. When the invisible guardian and the shadow separate, observers can't use vision or hearing to tell which one is him and which is the shadow. The shadows may also move through each other. The shadows mimic the invisible guardian's actions, pretending to attack when he attacks, drink potions when he drinks a potion, and so on.

    Because one shadow is indistinguishable from another, the invisible guardian and any of his allies may flank with the shadows created with Shadow Split.

    Enemies attempting to attack the invisible guardian or cast spells at him must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a shadow. Any successful attack or spell against a shadow passes right through it, dealing no damage to it. A shadow's AC is 10 + the invisible guardian's size modifier + his dex modifier + his dodge bonus.

    While moving, the invisible guardian can merge with and split off from shadows so that enemies who have learned which shadow is real are again confounded.

    An attacker must be able to see the shadows to be fooled. If the invisible guardian is invisible or an attacker shuts his eyes, this combo breaker has no effect.

    Spell Turning (Ex) - The invisible guardian prepares to combat a magical onslaught, using his keen insight and quick reflexes to protect his allies. Once per turn, while using this combo breaker, an invisible guardian may aid a failed saving throw of any adjacent ally, granting a competence bonus to their roll equal to the number of combo points expended this way. If an ally succeeds in a Reflex save due to this combo breaker, he is treated as having the Evasion ability for that saving throw.



    Dimension Step (Su) - At level 6, an invisible guardian's training and intuition come together to allow him to pre-empt any movement on the battlefield. Any time an enemy takes an action that would normally provoke an attack of opportunity if he were adjacent to the invisible guardian or his allies (movement, casting a spell, firing a projectile, etc), the invisible guardian may use an attack of opportunity and an immidiate action to teleport into any square adjacent to the target and make an attack against that target. This attack is treated as an attack of opportunity. Dimension Step can only target enemies within the distance of the invisible guardian's primary mode of movement (usually walking).


    Improved Uncanny Dodge (Ex) - At 8th level and higher, an invisible guardian can no longer be flanked. This defense denies a rogue the ability to sneak attack the invisible guardian by flanking him, unless the attacker has at least four more rogue levels than the target has invisible guardian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.


    Combat Rhythm (Ex) - At level 8, an invisible guardian takes his mobile combat style to the next level, allowing him to slash furiously at his enemies without losing his momentum. An invisible guardian may move and take a full attack during the same turn, as long as he moves at least 5 feet between each attack. He may not move more than his normal movement speed during any turn he uses Combat Rhythm.


    Improved Evasion (Ex) - At level 9, an invisible guardian upgrades to improved evasion. Improved evasion works like evasion, except that while the invisible guardian still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless invisible guardian does not gain the benefit of improved evasion.


    Dimension Guardian (Su) - At level 10, an invisible guardian can react to the danger of his allies before it happens. Any time an ally is attacked or makes a saving throw, an invisible guardian may teleport adjacent to that ally, following the same rules as Dimensional Step. When he does so, he may take the attack instead of his ally. The attack directed at the invisible guardian's ally is directed at the invisible guardian instead. Using this ability cannot protect creatures from the effects of an area attack.


    Shadow Guardian (Su) - A 14th level Invisible Guardian can direct its own shadow in battle. As long as the guardian is neither invisible nor in total darkness, he can cause he shadow to extend and strike at foes or defend his allies. In effect, the Invisible Guardian's reach is extended by 5' per four points of his Dexterity Modifier. Any abilities that apply to adjacent allies now apply to any allies within the Invisible Guardian's extended reach. The invisible guardian cannot flank with the extended reach granted by this ability.
    Last edited by Greyfeld85; 2012-07-22 at 12:29 PM.
    78% of all DM's start their first campaign in a tavern. If you're among the 22% who didn't, copy and paste this into your signature and tell us where you DID begin.

    I had my players wake up almost naked in a goblin-crafted dungeon, a voice booming in their ears over a speaker system that they were now a part of a trial experiment for a new piece of magitech.

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    Ogre in the Playground
     
    Quellian-dyrae's Avatar

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    Default Re: The silent protector, the Invisible Guardian (3.5 base)

    This class looks really cool, and I don't see anything that strikes me as a glaring problem. There are some little things that seem odd though.

    Dexterous Armor is a nice ability, but doesn't really seem to fit the fluff of not using much armor. It encourages the use of heavier armor, since it ignores most of the hindrances for using it (although I suppose speed reduction is still an issue).

    Guarding Steel and Eviscerate are also somewhat odd in that they're the only combo breakers that entail a penalty to use. I don't really think they would overpower the other ones if the penalty was removed. Guarding Steel, in particular, has a really harsh penalty despite seeming like it's the one that best fulfill's the class's primary goal.

    As far as additional abilities go, what about something like:

    Dimensional Guardian (Su): A 10th level Invisible Guardian can quickly teleport to the aid of an ally. When an ally is attacked or forced to make a saving throw, the Invisible Guardian can teleport adjacent to that ally, following the same rules as Dimensional Step. If this brings the Invisible Guardian adjacent to the opponent attacking that ally, it may make an attack of opportunity against that opponent. Any benefits the ally would receive for the Invisible Guardian being adjacent apply against the triggering attack.

    Shadow Guardian (Su): A 14th level Invisible Guardian can direct its own shadow in battle. As long as the guardian is neither invisible nor in total darkness, it can cause its shadow to extend and strike at foes or defend its allies. In effect, the Invisible Guardian's reach is extended by 5' per two points of its Dexterity Modifier. Any abilities that apply to adjacent allies now apply to any allies within the Invisible Guardian's extended reach.

    It could probably use a capstone, too, but I don't have any ideas for that.
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    Barbarian in the Playground
     
    AssassinGuy

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    Default Re: The silent protector, the Invisible Guardian (3.5 base)

    Quote Originally Posted by Quellian-dyrae View Post
    Dexterous Armor is a nice ability, but doesn't really seem to fit the fluff of not using much armor. It encourages the use of heavier armor, since it ignores most of the hindrances for using it (although I suppose speed reduction is still an issue).
    The idea of the class is to be a sort of rogue/tank. I want them to be able to wear armor to increase their AC, but a lot of the heavier armors apply a harsh cap to their dex AC, which pretty much makes it pointless to wear to begin with. Since the class is a rogue/tank hybrid, I figured giving them medium armor and a way to circumvent a lot of the heavy armor penalties would be the best approach.

    At the very least, it keeps me from doubling their dodge and deflection bonuses, which would get exceptionally ridiculous against touch attacks.

    Quote Originally Posted by Quellian-dyrae View Post
    Guarding Steel and Eviscerate are also somewhat odd in that they're the only combo breakers that entail a penalty to use. I don't really think they would overpower the other ones if the penalty was removed. Guarding Steel, in particular, has a really harsh penalty despite seeming like it's the one that best fulfill's the class's primary goal.
    You know, Guarding Steel I was especially concerned about. I originally didn't write up a drawback to it, but decided that granting 7+ deflection AC to yourself and all allies might be a little ridiculous without a drawback, especially at lower levels. That said, if I get more comments to the contrary, I'd be happy to peel it off.

    The same goes with Eviscerate. The original writeup was a straight 1d6 per combo point, no drawback, no qualifiers. But then I thought to myself, "Is an extra 5d6 per attack at level 4 a little overkill?" so I decided to pull it back a bit. Although, I suppose I could drop the loss of the dodge AC and limit the extra damage to the Acrobat progression.

    I could have it simply double all Acrobat damage, but then it takes off the reliance on combo points (you'd basically be able to get the full effect by just spending 1 combo point). I'll have to think about it some more.

    Quote Originally Posted by Quellian-dyrae View Post
    As far as additional abilities go, what about something like:

    Dimensional Guardian (Su): A 10th level Invisible Guardian can quickly teleport to the aid of an ally. When an ally is attacked or forced to make a saving throw, the Invisible Guardian can teleport adjacent to that ally, following the same rules as Dimensional Step. If this brings the Invisible Guardian adjacent to the opponent attacking that ally, it may make an attack of opportunity against that opponent. Any benefits the ally would receive for the Invisible Guardian being adjacent apply against the triggering attack.

    Shadow Guardian (Su): A 14th level Invisible Guardian can direct its own shadow in battle. As long as the guardian is neither invisible nor in total darkness, it can cause its shadow to extend and strike at foes or defend its allies. In effect, the Invisible Guardian's reach is extended by 5' per two points of its Dexterity Modifier. Any abilities that apply to adjacent allies now apply to any allies within the Invisible Guardian's extended reach.

    It could probably use a capstone, too, but I don't have any ideas for that.
    I'm not sure the first one is really all that different from Dimension Step, at least not enough to make it its own ability; although I do like the idea of taking the class in the whole "teleporting around the battlefield" direction.

    On the other hand, I really like the shadow guardian idea. I'll think on it a bit and see if there are any tweaks I want to make to it.
    78% of all DM's start their first campaign in a tavern. If you're among the 22% who didn't, copy and paste this into your signature and tell us where you DID begin.

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    Ogre in the Playground
     
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    Default Re: The silent protector, the Invisible Guardian (3.5 base)

    Quote Originally Posted by Greyfeld85 View Post
    The idea of the class is to be a sort of rogue/tank. I want them to be able to wear armor to increase their AC, but a lot of the heavier armors apply a harsh cap to their dex AC, which pretty much makes it pointless to wear to begin with. Since the class is a rogue/tank hybrid, I figured giving them medium armor and a way to circumvent a lot of the heavy armor penalties would be the best approach.

    At the very least, it keeps me from doubling their dodge and deflection bonuses, which would get exceptionally ridiculous against touch attacks.
    Ah, makes sense.

    You know, Guarding Steel I was especially concerned about. I originally didn't write up a drawback to it, but decided that granting 7+ deflection AC to yourself and all allies might be a little ridiculous without a drawback, especially at lower levels. That said, if I get more comments to the contrary, I'd be happy to peel it off.

    The same goes with Eviscerate. The original writeup was a straight 1d6 per combo point, no drawback, no qualifiers. But then I thought to myself, "Is an extra 5d6 per attack at level 4 a little overkill?" so I decided to pull it back a bit. Although, I suppose I could drop the loss of the dodge AC and limit the extra damage to the Acrobat progression.

    I could have it simply double all Acrobat damage, but then it takes off the reliance on combo points (you'd basically be able to get the full effect by just spending 1 combo point). I'll have to think about it some more.
    Yeah, I see the point. Maybe just limit the combo point based effects of both to capping at Acrobatics?

    I'm not sure the first one is really all that different from Dimension Step, at least not enough to make it its own ability; although I do like the idea of taking the class in the whole "teleporting around the battlefield" direction.

    On the other hand, I really like the shadow guardian idea. I'll think on it a bit and see if there are any tweaks I want to make to it.
    The first one was basically an extension of Dimension Step. Dimension Step lets you make an AoO when an enemy provokes at a greater range. Dimensional Guardian would allow you to get adjacent to an ally when the ally is attacked (so if you have Guarding Steel up, for example, you could get an ally who needs it the deflection bonus...and potentially get a free attack on the attacker, since attacking an ally doesn't usually provoke). Then Shadow Guardian gives you a wider area to protect in without necessarily costing you your immediate action for the turn.
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    Barbarian in the Playground
     
    AssassinGuy

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    Default Re: The silent protector, the Invisible Guardian (3.5 base)

    Quote Originally Posted by Quellian-dyrae View Post
    The first one was basically an extension of Dimension Step. Dimension Step lets you make an AoO when an enemy provokes at a greater range. Dimensional Guardian would allow you to get adjacent to an ally when the ally is attacked (so if you have Guarding Steel up, for example, you could get an ally who needs it the deflection bonus...and potentially get a free attack on the attacker, since attacking an ally doesn't usually provoke). Then Shadow Guardian gives you a wider area to protect in without necessarily costing you your immediate action for the turn.
    The problem I have with that, though, is that the skill is basically dependent on what combo breaker you have up at the time. If you happen to have any of the other six combo breakers running that don't fit that situation, it's like, "Well, sucks to be you." I'd like the breakers to be the situational buffs, while everything else has more general usage. Here was my thought:

    Dimension Guardian (Su) - At level 10, an invisible guardian can react to the danger of his allies before it happens. Any time an ally is attacked or makes a saving throw, an invisible guardian may teleport adjacent to that ally, following the same rules as Dimensional Step. When he does so, he may take the attack instead of his ally. The attack directed at the invisible guardian's ally is directed at the invisible guardian instead. Using this ability cannot protect creatures from the effects of an area attack.
    78% of all DM's start their first campaign in a tavern. If you're among the 22% who didn't, copy and paste this into your signature and tell us where you DID begin.

    I had my players wake up almost naked in a goblin-crafted dungeon, a voice booming in their ears over a speaker system that they were now a part of a trial experiment for a new piece of magitech.

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    Ogre in the Playground
     
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    Default Re: The silent protector, the Invisible Guardian (3.5 base)

    Gotcha. Yeah, that works better.
    "A role playing game is three things: it is an interactive story, a game of chance, and a process in critical thinking."

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    Barbarian in the Playground
     
    AssassinGuy

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    Default Re: The silent protector, the Invisible Guardian (3.5 base)

    Alrighty, changes made to the OP.

    Also, I toned down Shadow Guardian a little bit. I changed it from 5' per two points of dex mod to 5' per four points. Aside from the massive reach you could gain from the original conversion rate (probably about a 30' reach at level 14 before taking into account size changes, reach weapons, etc etc), letting the reach thing get too out of hand would all but nullify the necessity of Combat Rhythm.

    I think having a 4:1 conversion should work fine. You're still getting a free +10 feet of reach at 26 dex, which should suit most builds just fine, I think.
    78% of all DM's start their first campaign in a tavern. If you're among the 22% who didn't, copy and paste this into your signature and tell us where you DID begin.

    I had my players wake up almost naked in a goblin-crafted dungeon, a voice booming in their ears over a speaker system that they were now a part of a trial experiment for a new piece of magitech.

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    Default Re: The silent protector, the Invisible Guardian (3.5 base)

    Under Combo Points: "If he decides to focus on defense, every combo point in his pool grants him a +1 competence bonus to his dodge AC". Why are you adding it as a specific bonus to another specific bonus? The only times I've seen that it was with enhancement bonuses. Also, why go for a dodge bonus with Combo Points and Acrobatics at all... and then not give it Uncanny Dodge?
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    Barbarian in the Playground
     
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    Default Re: The silent protector, the Invisible Guardian (3.5 base)

    Quote Originally Posted by Morph Bark View Post
    Under Combo Points: "If he decides to focus on defense, every combo point in his pool grants him a +1 competence bonus to his dodge AC". Why are you adding it as a specific bonus to another specific bonus? The only times I've seen that it was with enhancement bonuses. Also, why go for a dodge bonus with Combo Points and Acrobatics at all... and then not give it Uncanny Dodge?
    1. I probably worded it like that because my brain was half asleep when I wrote it lol.

    2. I hadn't really considered Uncanny Dodge. I suppose it does make sense though. I'll have to figure out what level I want to slip it in.
    78% of all DM's start their first campaign in a tavern. If you're among the 22% who didn't, copy and paste this into your signature and tell us where you DID begin.

    I had my players wake up almost naked in a goblin-crafted dungeon, a voice booming in their ears over a speaker system that they were now a part of a trial experiment for a new piece of magitech.

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    AssassinGuy

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    Default Re: The silent protector, the Invisible Guardian (3.5 base)

    Uncanny Dodge and Improved Uncanny Dodge added to the class. Improved Evasion shuffled to level 9 from level 7 to spread out some of the abilities.

    Added a clause to Shadow Guardian that disallows using the reach granted by that ability to flank. Having a natural reach increase is good enough without also granting the ability to flank from 3-4 squares away.

    I considered adding a clause that says the extended reach doesn't threaten the squares it extends into, but I think allowing AoOs into those extended squares fits the whole "danger to the whole battlefield" motif the class has going.

    If I'm wrong about the balance on either account, please feel free to let me know.
    Last edited by Greyfeld85; 2012-07-22 at 12:35 PM.
    78% of all DM's start their first campaign in a tavern. If you're among the 22% who didn't, copy and paste this into your signature and tell us where you DID begin.

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    Default Re: The silent protector, the Invisible Guardian (3.5 base)

    I'd suggest putting Improved Evasion at level 10 and Improved Uncanny Dodge at level 7, since at the levels they are now they gain or improve multiple other abilities already. Dimension Step and Dimension Guardian also really need range limitations. As written, they could teleport to allies across the globe to prevent an attack against them. 30 ft sounds good, possibly being upgraded to 60 ft at level 18 or 20.

    Also, what is your reasoning behind Dimension Guardian? The rest of the class seems to be aimed at a rogue-like character, fitting with the Assassin's Creed image too, whereas that ability -- while going along nicely with the movement theme the class has -- much more fits with a tanky class. Not against it, but I'm curious why it has that.

    While I've mentioned it anyway, was the class inspired by Assassin's Creed at all?
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    AssassinGuy

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    Default Re: The silent protector, the Invisible Guardian (3.5 base)

    Quote Originally Posted by Morph Bark View Post
    Dimension Step and Dimension Guardian also really need range limitations. As written, they could teleport to allies across the globe to prevent an attack against them. 30 ft sounds good, possibly being upgraded to 60 ft at level 18 or 20.
    They already have a range limitation. Directly from Dimension Step:

    Quote Originally Posted by Greyfeld85
    Dimension Step can only target enemies within the distance of the invisible guardian's primary mode of movement (usually walking).
    And Dimension Guardian is worded as having the same restrictions as Dimension Step. So in most cases the range limit will be 30 feet, and it scales with movement speed boosts.

    Quote Originally Posted by Morph Bark View Post
    Also, what is your reasoning behind Dimension Guardian? The rest of the class seems to be aimed at a rogue-like character, fitting with the Assassin's Creed image too, whereas that ability -- while going along nicely with the movement theme the class has -- much more fits with a tanky class. Not against it, but I'm curious why it has that.
    As I said in an earlier post, this is a rogue/tank hybrid class. It's the same reason why I created the combo breakers Guarding Steel and Spell Turning, and equally the Instigate ability. The invisible guardian can lay down the hurt, then snap back to the side of an ally in a split second to protect them from a killing blow. They're the guardians of the stealth world. It's like what a knight would be if they were taught to be stealthy and mobile instead of the whole sword-and-shield, riding into battle with a lance thing.

    Quote Originally Posted by Morph Bark View Post
    While I've mentioned it anyway, was the class inspired by Assassin's Creed at all?
    Nope, not even a little bit. I just happened to think that the picture fit well with the class concept.
    78% of all DM's start their first campaign in a tavern. If you're among the 22% who didn't, copy and paste this into your signature and tell us where you DID begin.

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    AssassinGuy

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    Default Re: The silent protector, the Invisible Guardian (3.5 base)

    /bumpity bump
    78% of all DM's start their first campaign in a tavern. If you're among the 22% who didn't, copy and paste this into your signature and tell us where you DID begin.

    I had my players wake up almost naked in a goblin-crafted dungeon, a voice booming in their ears over a speaker system that they were now a part of a trial experiment for a new piece of magitech.

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    AssassinGuy

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    Default Re: The silent protector, the Invisible Guardian (3.5 base)

    /another bump
    78% of all DM's start their first campaign in a tavern. If you're among the 22% who didn't, copy and paste this into your signature and tell us where you DID begin.

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    Default Re: The silent protector, the Invisible Guardian (3.5 base)

    Quote Originally Posted by Greyfeld85 View Post
    In addition, any time an invisible guardian makes an attack, he may expend 1 combo point and one of his attacks of opportunity to make an additional attack at a -2 penalty. He may do this any number of times per round as long as he has the combo points and attacks of opportunity available to do so, but each attack incurs an additional cumulative -2 penalty for any other attacks taken that round. These additional attacks do not grant combo points, even if they successfully hit their target.
    What does it mean to expend an attack of opportunity? Do you give up the next attack of opportunity that you make? Or are you immediately inflicted with an attack of opportunity from the opponent? This phrase could use some clarification.

    Besides that, this is a really awesome class, I love the idea of a mobile, lightly armored, skirmishing tank. I have a new player who's joining my group and he really likes the "Assassin's Creed" series, so I may suggest this class to him (it has a nice learning curve and the combo point system has a familiar, intuitive feel to it).
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    AssassinGuy

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    Default Re: The silent protector, the Invisible Guardian (3.5 base)

    Quote Originally Posted by Blueiji View Post
    What does it mean to expend an attack of opportunity? Do you give up the next attack of opportunity that you make? Or are you immediately inflicted with an attack of opportunity from the opponent? This phrase could use some clarification.

    Besides that, this is a really awesome class, I love the idea of a mobile, lightly armored, skirmishing tank. I have a new player who's joining my group and he really likes the "Assassin's Creed" series, so I may suggest this class to him (it has a nice learning curve and the combo point system has a familiar, intuitive feel to it).
    You expend attacks of opportunity, as if you had just used an attack of opportunity. So, since you have 1 AoO per round (as most characters do), then expending an AoO would burn up the one you're allowed per round. If you have the Combat Reflexes feat, and a Dex of 18, you'll have a grand total of 5 attacks of opportunity per round, and each use of this ability will burn up one of your AoOs for that round.

    Essentially, what the ability allows you to do is use your attacks of opportunity during your turn, on your own attack action (assuming you have the combo points to pay for those extra attacks), instead of having to wait for an enemy to trigger an AoO on their turn.

    It should be noted, however, that these extra attacks don't actually count as attacks of opportunity, for the sake of any abilities, modifiers, features (etc etc) that influence, or are influenced by, AoOs.
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    Blueiji's Avatar

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    Default Re: The silent protector, the Invisible Guardian (3.5 base)

    Before I have a go at PEACHing this, what tier is this class aimed at?
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    AssassinGuy

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    Default Re: The silent protector, the Invisible Guardian (3.5 base)

    Quote Originally Posted by Blueiji View Post
    Before I have a go at PEACHing this, what tier is this class aimed at?
    I always shoot for solid tier 3, whenever possible.
    78% of all DM's start their first campaign in a tavern. If you're among the 22% who didn't, copy and paste this into your signature and tell us where you DID begin.

    I had my players wake up almost naked in a goblin-crafted dungeon, a voice booming in their ears over a speaker system that they were now a part of a trial experiment for a new piece of magitech.

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    Blueiji's Avatar

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    Default Re: The silent protector, the Invisible Guardian (3.5 base)

    Quote Originally Posted by Greyfeld85 View Post
    I always shoot for solid tier 3, whenever possible.
    Ok, cool. I'm a tad busy this moment, but I'll edit a PEACH into this post sometime soon.

    EDIT: Sorry, I've been more busy than I initially anticipated, I'm still working on this.
    Last edited by Blueiji; 2012-11-12 at 11:33 PM.
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    AssassinGuy

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    Default Re: The silent protector, the Invisible Guardian (3.5 base)

    No problem, whenever you get around to it.
    78% of all DM's start their first campaign in a tavern. If you're among the 22% who didn't, copy and paste this into your signature and tell us where you DID begin.

    I had my players wake up almost naked in a goblin-crafted dungeon, a voice booming in their ears over a speaker system that they were now a part of a trial experiment for a new piece of magitech.

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