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    Default [PF/3.5] The Honour Guard: Revisited [PEACH]

    The Honour Guard's first incarnation was the best part of a year ago, and now it's back and ready to make even sillier numbers of AoOs!

    Yeah, PEACH as ever. Be nice, but honest. Thank you muchly.

    Honour Guard 0.4


    Alignment: Any

    Hit Die: d10.

    Starting Wealth: 5d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.

    The Honour Guard's class skills are Bluff (Cha) Climb (Str), Craft (Int), Diplomacy (Cha) Handle Animal (Cha), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

    Skill Ranks Per Level: 4 + Int modifier.

    An Honour Guard has the same age as a fighter.
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Damage guard +1, Honour Path, Path Feat, The Mouth +1, Discipline of war

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Look out!

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Damage guard +2, The Mouth +2

    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Armour guard +1, Multi-guard +1

    5th|
    +5
    |
    +4
    |
    +4
    |
    +1
    |The Mouth +3

    6th|
    +6/+1
    |
    +5
    |
    +5
    |
    +2
    |Damage guard +3, Path Feat, Path Ability

    7th|
    +7/+2
    |
    +5
    |
    +5
    |
    +2
    |The Mouth +4

    8th|
    +8/+3
    |
    +6
    |
    +6
    |
    +2
    |Armour guard +2, Multi-guard +2,

    9th|
    +9/+4
    |
    +6
    |
    +6
    |
    +3
    |Damage guard +4, The Mouth +5

    10th|
    +10/+5
    |
    +7
    |
    +7
    |
    +3
    | Inspired Guard +2, Path Ability

    11th|
    +11/+6/+1
    |
    +7
    |
    +7
    |
    +3
    |Path Feat, The Mouth +6

    12th|
    +12/+7/+2
    |
    +8
    |
    +8
    |
    +4
    |Damage guard +5

    13th|
    +13/+8/+3
    |
    +8
    |
    +8
    |
    +8
    | The Mouth +7

    14th|
    +14/+9/+4
    |
    +9
    |
    +9
    |
    +4
    |Armour guard +3, Path ability

    15th|
    +15/+10/+5
    |
    +9
    |
    +9
    |
    +5
    |Damage guard +6, Inspired guard +4, The Mouth +8

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +10
    |
    +5
    |Multi-guard +3, Path Feat

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +10
    |
    +5
    |The Mouth +9

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +11
    |
    +6
    |Damage guard +7, Path Ability.

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +11
    |
    +6
    |Armour guard +4, The Mouth +10

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +12
    |
    +6
    |Multi-guard +4, Inspired guard +6, Doom Phalanx[/table]

    An Honour Guard is proficient with all simple and martial weapons and all armour (light, medium and heavy) and shields (including tower shields).

    Guard (Ex)

    At first level the Honour Guard can guard a single target as a swift action. The target remains guarded by the Honour Guard until the Honour guard leaves 40ft+5ft/level range or stops guarding them to guard another target. The Honour Guard gains the following bonuses:

    Damage Guard: at first level, the Honour Guard gains +1 to attack and damage rolls when making attacks of opportunity or readied attacks against a target making a hostile action against the guarded target. This bonus is increased by +1 at third, sixth, ninth, twelfth, fifteenth and eighteenth level.

    Armour Guard: at fourth level the guarded target gains a +1 circumstance bonus to AC. This bonus is increased by +1 at ninth, fourteenth and nineteenth levels.

    Multi-guard: at fourth level the Honour Guard can guard an additional target. They can guard another at eigth, another at sixteenth and another at twentieth level.

    Inspired Guard: at tenth level the Honour Guard gains a +2 Morale bonus to Strength and Constitution while guarding a target. This becomes a +4 bonus at fifteenth and +6 at twentieth level.

    If the Honour Guard is affected by a spell which causes him to act against his will, then he can never be made to un-guard a target nor perform hostile actions upon a guarded target.

    Honour Path (Ex)
    An Honour Guard chooses an Honour Path at first level. It cannot be changed thereafter. Each path grants a specific feat at first, sixth, eleventh and sixteenth levels, even if the Honour Guard does not normally meet the requirements for that feat - if an Honour Guard already has the bonus feat normally granted by their Path they instead gain another feat of their choice that they meet the prerequisites for. It also grants extra class features at Sixth, Tenth, Fourteenth and eighteenth levels.

    Path of the Archer:

    Spoiler
    Show
    Feats: Point blank shot, Rapid shot, Snap shot, Improved snap shot.

    Stand and shoot: From sixth level onwards, the Honour Guard’s first attack of opportunity against a target charging him, or a guarded target, is resolved as though it were a full round attack action so long as he is wielding a ranged weapon. If he is allowed additional attacks of opportunity, even against a second charger, he takes them as normal.

    Pinning shot: From tenth level onwards, an Honour Guard may attempt to make a pinning shot. This requires a full round action, and is made as a single attack with a ranged weapon. If the pinning shot hits, the target must take a reflex save with a DC equal to the total result of the roll to hit. If it is failed, the target cannot move next round except through the use of a five-foot step, and has a 50% arcane spell failure chance. The Honour guard may take a Pinning shot while standing and shooting, in which case the charger wastes his action and does nothing as well as being immobile next round and having arcane spell failure chance.

    Suppressing fire: From fourteenth level the Honour Guard may use his full attack action as normal when making pinning shots, or make a single pinning shot as a standard action. If he does so, however, he inflicts no damage.

    Rain of destruction: From eighteenth level onwards, the Honour Guard may make attacks of opportunity against anyone he can hit and shoot at, exactly as though he threatened every square he could make a ranged attack against.


    Path of the Halberdier:

    Spoiler
    Show
    Feats: Near and far, Combat reflexes, Cleave, Stand still.

    Irresistible force: From sixth level onwards, when the Honour Guard makes an full-round attack action with a reach weapon, he may eschew his additional attacks in favour of a single attack which, if it hits, pushes the target back one square directly away from the Honour guard. This may push the enemy diagonally.

    Immovable object: From tenth level onwards, the Honour guard can reach to an additional square with his reach weapon. He may also use combat reflexes to make multiple attacks of opportunity for the same move or charge action.

    Inconceivable event: At fourteenth level, if a guarded target dies, then the Honour Guard may immediately charge the person who killed them. However, if he reaches the target his attacks are resolved as a full-round attack action. He then continues to act as normal in his next turn.

    The Shield and the Halberd: At eighteenth level, the Halberdier makes all attacks of opportunity as melee touch attacks. Also, the opponent struck must make a reflex save for each piece of armour they are wearing. If they fail, the armour immediately takes damage as though it had been sundered.


    Path of the Antimagus
    Spoiler
    Show
    Feats: Iron Will, Improved Iron Will, any*, any*

    *You must meet the prerequisites for these feats.

    An antimagus has a caster level equal to his antimagus level, but cannot use it to qualify for prestige classes. This caster level may be increased through any of the normal means.

    Antimagic Guard (Su): Guarded targets gain 6 + Honour Guard level spell resistance and power resistance at sixth level, which does not stack with any spell/power resistance they already have, so long as the Honour Guard wields a shield.

    Spellslayer (Su) At tenth level, if the Honour Guard damages a spellcaster, they immediately lose some of their spells. The number of spell levels lost is equal to the damage dealt, rounded up. The highest possible spell slots are taken first. For example, if a wizard with 2 level 8 spells remaining takes 25 damage, he loses both level 8 spells, a level 7 spell and a level 2 spell. For prepared casters, these spells are determined randomly.

    A manifester instead loses psi points equal to the damage dealt.

    Reditomancer (Su): At fourteenth level, the Honour Guard can attempt to return the power of an opponent's spell by bouncing it off his shield. Of course, he must have a shield equipped to use this ability. When and only when a spell is cast, if the Honour Guard takes the effect of the spell, either under normal circumstances or due to Look Out!'s effect, the spell has a chance to be reflected.

    The spell's caster and the Honour Guard take an opposed caster level check - the Honour Guard's base caster level is the same as his class level - and if the Honour guard wins, the spell's caster is affected by the ability as well as the intended targets. Further, if an area of effect spell is used it affects an area over the caster. All other details of the spell remain as written.

    No spell which is beneficial to the target may be reflected, and some other spells are unsuitable for reflection. Examples include Antimagic Field and Command.

    This ability may be used against a psionic power in exactly the same way, using manifester level instead of caster levels, and may similarly be used against spell-like abilities.

    This is an Abjuration effect.

    Zone of Obliteration (Su): From eighteenth level, the antimagus may destroy all magic within an area. This works exactly like the spell Antimagic Field, except that anyone and anything in the area is constantly subject to the spell Mage's Disjunction and Dismissal, then Nondetection, curse of Magic Negation, Remove Curse, True Form, Ward Shield, Globe of Invulnerability, True Seeing, Spell Turning, Expend, Freedom and Protection from Spells, while the area itself is subject to Suppress Primal Magic, Circle of Clarity, Dimensional Lock, Spellbane, Wall of Supression, Mage's Private Sanctum, and of course antimagic field, all of which have the Irresistible Spell Metamagic applied to them and ignore spell resistance, essentially rendering every form of supernatural ability completely useless - even Prismatic Wall.

    Mage's Disjunction does not target a specific object and therefore will not destroy magic items - they are instead merely suppressed for the duration if they fail their saves, even if they roll a natural 1 on their will save. All the spell effects stop immediately after the subject leaves the Zone of Obliteration, except for Dismissal which works as normal.

    The effect of Zone of obliteration is not affected by the effect of Zone of Obliteration. Zone of obliteration can be used or recalled at will.


    The Mouth (Ex): at first level, and every odd level thereafter, the Honour Guard gains a +1 to intimidate, diplomacy, bluff and knowledge (nobility) checks. Also, these skills always count as trained for him.

    Discipline of war (Ex):

    The Honour Guard counts all levels in Honour Guard as levels in fighter whenever they are listed as a feat prerequisite.

    Look out! (Ex):

    The Honour Guard may leap into danger to protect a guarded ally within half the Honour Guard's movement range as an immediate action in response to any spell or attack which specifies a target or area and must physically travel there, even a melee attack. The Honour Guard makes an attack roll with a DC equal to the result attack roll that was made to hit the target. If no attack roll is required, a ranged attack roll is made to provide the DC.

    If the Honour Guard succeeds, the Honour Guard takes all the effects of the spell or attack. If he succeeds by 10 or more, neither he nor the target take the effects.

    Doom Phalanx (Ex):
    At twentieth level, the Honour Guard’s expertise is so high that he can turn his allies into a small defence network. All the targets of guard count themselves to be guarding each other and the Honour Guard, but the bonuses for being guarded do not stack.


    Honour Guard 0.3
    Spoiler
    Show
    Alignment: Any

    Hit Die: d10.

    Starting Wealth: 5d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.

    The Honour Guard's class skills are Bluff (Cha) Climb (Str), Craft (Int), Diplomacy (Cha) Handle Animal (Cha), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

    Skill Ranks Per Level: 4 + Int modifier.

    An Honour Guard has the same age as a fighter.
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Damage guard +1, Honour Path, Path Feat, The Mouth +1, Discipline of war

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Look out!

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Damage guard +2, The Mouth +2

    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Armour guard +1, Multi-guard +1

    5th|
    +5
    |
    +4
    |
    +4
    |
    +1
    |The Mouth +3

    6th|
    +6/+1
    |
    +5
    |
    +5
    |
    +2
    |Damage guard +3, Path Feat

    7th|
    +7/+2
    |
    +5
    |
    +5
    |
    +2
    |The Mouth +4

    8th|
    +8/+3
    |
    +6
    |
    +6
    |
    +2
    |Armour guard +2, Multi-guard +2, Path Ability

    9th|
    +9/+4
    |
    +6
    |
    +6
    |
    +3
    |Damage guard +4, The Mouth +5

    10th|
    +10/+5
    |
    +7
    |
    +7
    |
    +3
    | Inspired Guard +2

    11th|
    +11/+6/+1
    |
    +7
    |
    +7
    |
    +3
    |Path Feat, The Mouth +6

    12th|
    +12/+7/+2
    |
    +8
    |
    +8
    |
    +4
    |Damage guard +5

    13th|
    +13/+8/+3
    |
    +8
    |
    +8
    |
    +8
    |Path Ability, The Mouth +7

    14th|
    +14/+9/+4
    |
    +9
    |
    +9
    |
    +4
    |Armour guard +3

    15th|
    +15/+10/+5
    |
    +9
    |
    +9
    |
    +5
    |Damage guard +6, Inspired guard +4, The Mouth +8

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +10
    |
    +5
    |Multi-guard +3, Path Feat

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +10
    |
    +5
    |The Mouth +9

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +11
    |
    +6
    |Damage guard +7, Path Ability.

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +11
    |
    +6
    |Armour guard +4, The Mouth +10

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +12
    |
    +6
    |Multi-guard +4, Inspired guard +6, Doom Phalanx[/table]

    An Honour Guard is proficient with all simple and martial weapons and all armour (light, medium and heavy) and shields (including tower shields).

    Guard (Ex)

    At first level the Honour Guard can guard a single target as a swift action. The target remains guarded by the Honour Guard until the Honour guard leaves 40ft+5ft/level range or stops guarding them to guard another target. The Honour Guard gains the following bonuses:

    Damage Guard: at first level, the Honour Guard gains +1 to attack and damage rolls when making attacks of opportunity or readied attacks against a target making a hostile action against the guarded target. This bonus is increased by +1 at third, sixth, ninth, twelfth, fifteenth and eighteenth level.

    Armour Guard: at fourth level the guarded target gains a +1 circumstance bonus to AC. This bonus is increased by +1 at ninth, fourteenth and nineteenth levels.

    Multi-guard: at fourth level the Honour Guard can guard an additional target. They can guard another at eigth, another at sixteenth and another at twentieth level.

    Inspired Guard: at tenth level the Honour Guard gains a +2 Morale bonus to Strength and Constitution while guarding a target. This becomes a +4 bonus at fifteenth and +6 at twentieth level.

    If the Honour Guard is affected by a spell which causes him to act against his will, then he can never be made to un-guard a target nor perform hostile actions upon a guarded target.

    Honour Path (Ex)
    An Honour Guard chooses an Honour Path at first level. It cannot be changed thereafter. Each path grants a specific feat at first, sixth, eleventh and sixteenth levels, even if the Honour Guard does not normally meet the requirements for that feat - if an Honour Guard already has the bonus feat normally granted by their Path they instead gain another feat of their choice that they meet the prerequisites for. It also grants extra class features at eighth, thirteenth and eighteenth levels.

    Path of the Archer:

    Spoiler
    Show
    Feats: Point blank shot, Rapid shot, Snap shot, Improved snap shot.

    Stand and shoot: From eighth level onwards, the Honour Guard’s first attack of opportunity against a target charging him, or a guarded target, is resolved as though it were a full round attack action so long as he is wielding a ranged weapon. If he is allowed additional attacks of opportunity, even against a second charger, he takes them as normal.

    Pinning shot: From thirteenth level onwards, an Honour Guard may attempt to make a pinning shot. This requires a full round action, and is made as a single attack with a ranged weapon. If the pinning shot hits, the target must take a reflex save with a DC equal to the total result of the roll to hit. If it is failed, the target cannot move next round except through the use of a five-foot step, and has a 50% arcane spell failure chance. The Honour guard may take a Pinning shot while standing and shooting, in which case the charger wastes his action and does nothing as well as being immobile next round and having arcane spell failure chance.

    Suppressing fire: From eighteenth level the Honour Guard may use his full attack action as normal when making pinning shots, or make a single pinning shot as a standard action. If he does so, however, he inflicts no damage.


    Path of the Halberdier:

    Spoiler
    Show
    Feats: Near and far, Combat reflexes, Cleave, Stand still.

    Irresistible force: From eighth level onwards, when the Honour Guard makes an full-round attack action with a reach weapon, he may eschew his additional attacks in favour of a single attack which, if it hits, pushes the target back one square directly away from the Honour guard. This may push the enemy diagonally.

    Immovable object: From thirteenth level onwards, the Honour guard can reach to an additional square with his reach weapon. He may also use combat reflexes to make multiple attacks of opportunity for the same move or charge action.

    Inconceivable event: At eighteenth level, if a guarded target dies, then the Honour Guard may immediately charge the person who killed them. However, if he reaches the target his attacks are resolved as a full-round attack action. He then continues to act as normal in his next turn.


    Path of the Antimagus
    Spoiler
    Show
    Feats: Iron Will, Improved Iron Will, any*, any*

    *You must meet the prerequisites for these feats.

    Antimagic Guard (Su): Guarded targets gain 6 + Honour Guard level spell resistance at eighth level, which does not stack with any spell resistance they alrady have, so long as the Honour Guard wields a shield.

    Spellslayer (Su) At thirteenth level, if the Honour Guard damages a spellcaster, they immediately lose some of their spells. The number of spell levels lost is equal to half the damage dealt, rounded up. The highest possible spell slots are taken first. For example, if a wizard with 2 level 8 spells remaining takes 25 damage, he loses both level 8 spells, a level 7 spell and a level 2 spell. For prepared casters, these spells are determined randomly.

    A manifester instead loses psi points equal to the damage dealt.

    Reditomancer (Su): At eighteenth level, the Honour Guard can attempt to return the power of an opponent's spell by bouncing it off his shield. Of course, he must have a shield equipped to use this ability. When and only when a spell is cast, if the Honour Guard takes the effect of the spell, either under normal circumstances or due to Look Out!'s effect, the spell has a chance to be reflected.

    The spell's caster and the Honour Guard take an opposed caster level check - the Honour Guard uses his Honour guard levels instead of his caster level - and if the Honour guard wins, the spell's caster is affected by the ability as well as the intended targets. Further, if an area of effect spell is used it affects an area over the caster. All other details of the spell remain as written.

    No spell which is beneficial to the target may be reflected, and some other spells are unsuitable for reflection. Examples include Antimagic Field and Command.

    This ability may be used against a psionic power in exactly the same way, using manifester level instead of caster levels.


    The Mouth (Ex): at first level, and every odd level thereafter, the Honour Guard gains a +1 to intimidate, diplomacy, bluff and knowledge (nobility) checks. Also, these skills always count as trained for him.

    Discipline of war (Ex):

    The Honour Guard counts all levels in Honour Guard as levels in fighter whenever they are listed as a feat prerequisite.

    Look out! (Ex):

    The Honour Guard may leap into danger to protect a guarded ally within half the Honour Guard's movement range as an immediate action in response to any spell or attack which specifies a target or area and must physically travel there, even a melee attack. The Honour Guard makes an attack roll with a DC equal to the result attack roll that was made to hit the target. If no attack roll is required, a ranged attack roll is made to provide the DC.

    If the Honour Guard succeeds, the Honour Guard takes all the effects of the spell or attack. If he succeeds by 10 or more, neither he nor the target take the effects.

    Doom Phalanx (Ex):
    At twentieth level, the Honour Guard’s expertise is so high that he can turn his allies into a small defence network. All the targets of guard count themselves to be guarding each other and the Honour Guard, but the bonuses for being guarded do not stack.


    Honour Guard 0.2
    Spoiler
    Show
    Alignment: Any

    Hit Die: d10.

    Starting Wealth: 5d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.

    The Honour Guard's class skills are Bluff (Cha) Climb (Str), Craft (Int), Diplomacy (Cha) Handle Animal (Cha), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (nobility) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

    Skill Ranks Per Level: 4 + Int modifier.

    An Honour Guard has the same age as a fighter.
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +2
    |
    +2
    |
    +0
    |Damage guard +1, Honour Path, Path Feat, The Mouth +1

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +0
    |

    3rd|
    +2
    |
    +3
    |
    +3
    |
    +1
    |Damage guard +2, The Mouth +2

    4th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Armour guard +1

    5th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |The Mouth +3

    6th|
    +4
    |
    +5
    |
    +5
    |
    +2
    |Damage guard +3, Path Feat

    7th|
    +5
    |
    +5
    |
    +5
    |
    +2
    |The Mouth +4

    8th|
    +6/1
    |
    +6
    |
    +6
    |
    +2
    |Armour guard +2, Multi-guard +1, Path Ability

    9th|
    +6/1
    |
    +6
    |
    +6
    |
    +3
    |Damage guard +4, The Mouth +5

    10th|
    +7/2
    |
    +7
    |
    +7
    |
    +3
    | Inspired Guard +2

    11th|
    +8/3
    |
    +7
    |
    +7
    |
    +3
    |Path Feat, The Mouth +6

    12th|
    +9/4
    |
    +8
    |
    +8
    |
    +4
    |Damage guard +5

    13th|
    +9/4
    |
    +8
    |
    +8
    |
    +8
    |Path Ability, The Mouth +7

    14th|
    +10/5
    |
    +9
    |
    +9
    |
    +4
    |Armour guard +3

    15th|
    +11/6/1
    |
    +9
    |
    +9
    |
    +5
    |Damage guard +6, Inspired guard +4, The Mouth +8

    16th|
    +12/7/2
    |
    +10
    |
    +10
    |
    +5
    |Multi-guard +2, Path Feat

    17th|
    +12/7/2
    |
    +10
    |
    +10
    |
    +5
    |The Mouth +9

    18th|
    +13/8/3
    |
    +11
    |
    +11
    |
    +6
    |Damage guard +7, Path Ability.

    19th|
    +14/9/4
    |
    +11
    |
    +11
    |
    +6
    |Armour guard +4, The Mouth +10

    20th|
    +15/10/5
    |
    +12
    |
    +12
    |
    +6
    |Multi-guard +3, Inspired guard +6, Doom Phalanx[/table]

    An Honour Guard is proficient with all simple and martial weapons and all armour (light, medium and heavy) and shields (including tower shields).

    Guard (Ex)

    At first level the Honour Guard can guard a single target as a swift action. The target remains guarded by the Honour Guard until the Honour guard leaves short range (40ft+5ft/level) or stops guarding them to guard another target. The Honour Guard gains the following bonuses:

    Damage Guard: at first level, the Honour Guard gains +1 to attack and damage rolls when making attacks of opportunity or readied attacks against a target making a hostile action against the guarded target. This bonus is increased by +1 at third, sixth, ninth, twelfth, fifteenth and eighteenth level.

    Armour Guard: at fourth level the guarded target gains a +1 circumstance bonus to AC. This bonus is increased by +1 at ninth, fourteenth and nineteenth levels.

    Multi-guard: at eighth level the Honour Guard can guard an additional target. They can guard another at sixteenth and another at twentieth level.

    Inspired Guard: at tenth level the Honour Guard gains a +2 Morale bonus to Strength and Constitution while guarding a target. This becomes a +4 bonus at fifteenth and +6 at twentieth level.

    Honour Path (Ex)
    An Honour Guard chooses an Honour Path at first level. It cannot be changed thereafter. Each path grants a specific feat at first, sixth, eleventh and sixteenth levels, even if the Honour Guard does not normally meet the requirements for that feat - alternatively, it grants the Honour Guard a new feat if they have one already. It also grants extra class features at eighth, thirteenth and eighteenth levels.

    Path of the Archer:

    Spoiler
    Show
    Feats: Point blank shot, Rapid shot, Snap shot, Improved snap shot.

    Stand and shoot: From eighth level onwards, the Honour Guard’s first attack of opportunity against a target charging him, or a guarded target, is resolved as though it were a full round attack action so long as he is wielding a ranged weapon. If he is allowed additional attacks of opportunity, even against a second charger, he takes them as normal.

    Pinning shot: From thirteenth level onwards, an Honour Guard may attempt to make a pinning shot. This requires a full round action, and is made as a single attack with a ranged weapon. If the pinning shot hits, the target must take a reflex save with a DC equal to the total result of the roll to hit. If it is failed, the target cannot move next round except through the use of a five-foot step, and has a 50% arcane spell failure chance. The Honour guard may take a Pinning shot while standing and shooting, in which case the charger wastes his action and does nothing as well as being immobile next round and having arcane spell failure chance.

    Suppressing fire: From eighteenth level the Honour Guard may use his full attack action as normal when making pinning shots, or make a single pinning shot as a standard action. If he does so, however, he inflicts no damage.


    Path of the Halberdier:

    Spoiler
    Show
    Feats: Near and far, Combat reflexes, Cleave, Stand still.

    Irresistible force: From eighth level onwards, when the Honour Guard makes an full-round attack action with a reach weapon, he may eschew his additional attacks in favour of a single attack which, if it hits, pushes the target back one square directly away from the Honour guard. This may push the enemy diagonally.

    Immovable object: From thirteenth level onwards, the Honour guard can reach to an additional square with his reach weapon. He may also use combat reflexes to make multiple attacks of opportunity for the same move or charge action.

    Inconceivable event: If a guarded target dies, then the Honour Guard can immediately charge the person who killed them. However, if he reaches the target his attacks are resolved as a full-round attack action. He then continues to act as normal in his next turn.


    The Mouth (Ex): at first level, and every odd level thereafter, the Honour Guard gains a +1 to intimidate, diplomacy, bluff and knowledge (nobility) checks. Also, these skills always count as trained for him.

    Doom Phalanx (Ex)
    At twentieth level, the Honour Guard’s expertise is so high that he can turn his allies into a small defence network. All the targets of guard count themselves to be guarding each other and the Honour Guard, as well as the being guarded once (so they only get a +4 bonus to AC, strength and constitution but they get the attack and damage bonuses for all their allies).


    Honour Guard 0.1
    Spoiler
    Show
    An Honour Guard has the same starting wealth, hit die, alignment, age and class skills as a fighter.
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +2
    |
    +2
    |
    +0
    |Damage guard +1, Honour Path, Path Feat

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +0
    |

    3rd|
    +2
    |
    +3
    |
    +3
    |
    +1
    |Damage guard +2

    4th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Armour guard +1

    5th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |

    6th|
    +4
    |
    +5
    |
    +5
    |
    +2
    |Damage guard +3, Path Feat

    7th|
    +5
    |
    +5
    |
    +5
    |
    +2
    |

    8th|
    +6/1
    |
    +6
    |
    +6
    |
    +2
    |Armour guard +2, Multi-guard +1, Path Ability

    9th|
    +6/1
    |
    +6
    |
    +6
    |
    +3
    |Damage guard +4

    10th|
    +7/2
    |
    +7
    |
    +7
    |
    +3
    |

    11th|
    +8/3
    |
    +7
    |
    +7
    |
    +3
    |Path Feat.

    12th|
    +9/4
    |
    +8
    |
    +8
    |
    +4
    |Damage guard +5

    13th|
    +9/4
    |
    +8
    |
    +8
    |
    +8
    |Path Ability

    14th|
    +10/5
    |
    +9
    |
    +9
    |
    +4
    |Armour guard +3

    15th|
    +11/6/1
    |
    +9
    |
    +9
    |
    +5
    |Damage guard +6, Inspired guard +2

    16th|
    +12/7/2
    |
    +10
    |
    +10
    |
    +5
    |Multi-guard +2, Path Feat

    17th|
    +12/7/2
    |
    +10
    |
    +10
    |
    +5
    |

    18th|
    +13/8/3
    |
    +11
    |
    +11
    |
    +6
    |Damage guard +7, Path Ability.

    19th|
    +14/9/4
    |
    +11
    |
    +11
    |
    +6
    |Armour guard +4

    20th|
    +15/10/5
    |
    +12
    |
    +12
    |
    +6
    |Multi-guard +3, Inspired guard +4, Doom Phalanx[/table]

    An Honour Guard is proficient with all simple and martial weapons and all armour (light, medium and heavy) and shields (including tower shields).

    Guard (Ex)

    At first level the Honour Guard can guard a single target as a swift action. The target remains guarded by the Honour Guard until the Honour guard leaves short range (40ft+5ft/level) or stops guarding them to guard another target. The Honour Guard gains the following bonuses:

    Damage Guard: at first level, the Honour Guard gains +1 to attack and damage rolls when making attacks of opportunity or readied attacks against a target making a hostile action against the guarded target. This bonus is increased by +1 at third, sixth, ninth, twelfth, fifteenth and eighteenth level.

    Armour Guard: at fourth level the guarded target gains a +1 morale bonus to AC. This bonus is increased by +1 at ninth, fourteenth and nineteenth levels.

    Multi-guard: at eighth level the Honour Guard can guard an additional target. They can guard another at sixteenth and another at twentieth level.

    Inspired Guard: at fifteenth level the Honour Guard gains a +2 Morale bonus to Strength and Constitution while guarding a target. This becomes a +4 bonus at twentieth level.

    Honour Path (Ex)
    An Honour Guard chooses an Honour Path at first level. It cannot be changed thereafter. Each path grants a specific feat at first, sixth, eleventh and sixteenth levels, even if the Honour Guard does not normally meet the requirements for that feat - alternatively, it grants the Honour Guard a new feat if they have one already. It also grants extra class features at eighth, thirteenth and eighteenth levels.

    Path of the Archer:

    Spoiler
    Show
    Feats: Point blank shot, Rapid shot, Snap shot, Improved snap shot.

    Stand and shoot: From eighth level onwards, the Honour Guard’s first attack of opportunity against a target charging him, or a guarded target, is resolved as though it were a full round attack action so long as he is wielding a ranged weapon. If he is allowed additional attacks of opportunity, even against a second charger, he takes them as normal.

    Pinning shot: From thirteenth level onwards, an Honour Guard may attempt to make a pinning shot. This requires a full round action, and is made as a single attack with a ranged weapon. If the pinning shot hits, the target must take a reflex save with a DC equal to the total result of the roll to hit. If it is failed, the target cannot move next round except through the use of a five-foot step, and has a 50% arcane spell failure chance. The Honour guard may take a Pinning shot while standing and shooting, in which case the charger wastes his action and does nothing as well as being immobile next round and having arcane spell failure chance.

    Suppressing fire: From eighteenth level the Honour Guard may use his full attack action as normal when making pinning shots, or make a single pinning shot as a standard action. If he does so, however, he inflicts no damage.


    Path of the Halberdier:

    Spoiler
    Show
    Feats: Near and far, Combat reflexes, Cleave, Stand still.

    Irresistible force: From eighth level onwards, when the Honour Guard makes an full-round attack action with a reach weapon, he may eschew his additional attacks in favour of a single attack which, if it hits, pushes the target back one square directly away from the Honour guard. This may push the enemy diagonally.

    Immovable object: From thirteenth level onwards, the Honour guard can reach to an additional square with his reach weapon. He may also use combat reflexes to make multiple attacks of opportunity for the same move or charge action.

    Inconceivable event: If a guarded target dies, then the Honour Guard can immediately charge the person who killed them. However, if he reaches the target his attacks are resolved as a full-round attack action. He then continues to act as normal in his next turn.


    Doom Phalanx (Ex)
    At twentieth level, the Honour Guard’s expertise is so high that he can turn his allies into a small defence network. All the targets of guard count themselves to be guarding each other and the Honour Guard, as well as the being guarded once (so they only get a +4 bonus to AC, strength and constitution but they get the attack and damage bonuses for all their allies).


    Edits:
    0.1
    Changed guard so that it's clearer and isn't just loads of As and Bs in the table.

    0.2
    Added The Mouth ability.
    Started the Inspired Guard progression at lv 10.

    0.3
    Perception is a class skill.
    Added Look Out! ability.
    Fixed guard, which stated that its range progression was short, which it is not and never has been. The range itself has not been changed.
    Changed the multi-guard progression.
    Reworded stuff about bonus feats you already have.
    Protected minorly against being controlled.
    Cut out stuff on Doom Phalanx which was overcomplicating it.
    Added Path of the Antimagus.
    Filled BAB from 3/4.

    0.4
    Changed Path Ability levels from 8, 13, 18 to 6, 10, 14, 18, and added a new one for each Path.
    Changed Path of the Antimagus so that it works.
    Last edited by Jormengand; 2013-10-28 at 06:28 PM.
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    Default Re: [PF/3.5] The Honour Guard: Revisited [PEACH]

    ...anyone? Anywhere?
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    Default Re: [PF/3.5] The Honour Guard: Revisited [PEACH]

    I cannot really get behind the Archer for your honor guard.

    Im not sure how standing 50 or so feet away from allies allows one to 'guard'

    Also no weapon+shield support for a class about defending one's allies?

    that makes less sense to me than having an archer based role that is about guarding allies.

    other than that its a nice concept. I would give them a bit more than just 'hey imma protecting this guy here' in terms of abilities. toss in some offensive ones and give them some mor out of combat usable abilities other than just THE MOUTH.

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    Default Re: [PF/3.5] The Honour Guard: Revisited [PEACH]

    Quote Originally Posted by ngilop View Post
    I cannot really get behind the Archer for your honor guard.

    Im not sure how standing 50 or so feet away from allies allows one to 'guard'

    Also no weapon+shield support for a class about defending one's allies?

    that makes less sense to me than having an archer based role that is about guarding allies.

    other than that its a nice concept. I would give them a bit more than just 'hey imma protecting this guy here' in terms of abilities. toss in some offensive ones and give them some mor out of combat usable abilities other than just THE MOUTH.
    That's a shame. You might want to say why.

    I'm also not sure how your opponent moving allows you to move ridiculous amounts as an immediate action or how someone can block the attacks of deities as a free action, but D&D lets you do it anyway. Also, it is possible to protect someone not necessarily by being directly in the way, but by generally being threatening.

    The Path of the Antimagus must use a shield to function properly.

    Archers can guard things. Archers were quite frequently used to guard people in The Old Days, due to the fact that, well, they could shoot the attacker before they got the chance to kill people with swords. That's like asking how you could possibly defend someone with a machinegun because "oh, it's not a melee weapon."

    They DO have other abilities than "Oh, I'm protecting this guy here." They also have "Oh, I'm killing this guy here" and "Oh, I'm shoving this guy here off a cliff" not to mention "Oh, I actually have a noncombat ability, unlike every other martial class in the entire game except the rogue."
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    Default Re: [PF/3.5] The Honour Guard: Revisited [PEACH]

    I know the path of the anit mage requies a shield.

    but that is strickly anti mage and requiring a shield seems bit mm tacked on to me. I would suggest getting rid of the sheild requirement and make a shield focused role that was an all around better defender/guard than the rest but sacrificing of offensive power. it just makes no sense to em that to be good at going against spell caster require you to have a shield. but at the same time having a sheild don't do jack for you if the person is mundane.

    yes I know archers were used to guard things. I think what the issue here is guard has several different defintions. but let me make a more clear example

    'hey guy stand 50 feet over that way and imma take my bow and arrows and guard you, and you get a circumstance bonus to AC becuase im guarding you' see what I mean by me not being able to get behind the archer role of guard?

    as for abilities that allow him to
    "Oh, I'm killing this guy here" and "Oh, I'm shoving this guy here off a cliff"
    I just did not find any of those. and shoving a guy off a cliff thats pretty much strickly RP IMO. any thing can do that. and bedides sacrificing your entire round just to push 1 guy one square is really crappy. id suggest just sacrificing damage om 1 attack to push.

    I know he has out of combat abilities, i said as much I just suggested you give him more thna just teh one he already has. take a gander at teh Samuria and give him some cool fear/intimidation goodies or steal from the knight some abilities like Vigilant defender, shield ally, and teh challenges. in fact there are a couple decent shield related abilites from the knight if i am not mistaken.

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    Default Re: [PF/3.5] The Honour Guard: Revisited [PEACH]

    Quote Originally Posted by ngilop View Post
    I know the path of the anit mage requies a shield.

    but that is strickly anti mage and requiring a shield seems bit mm tacked on to me. I would suggest getting rid of the sheild requirement and make a shield focused role that was an all around better defender/guard than the rest but sacrificing of offensive power. it just makes no sense to em that to be good at going against spell caster require you to have a shield. but at the same time having a sheild don't do jack for you if the person is mundane.

    yes I know archers were used to guard things. I think what the issue here is guard has several different defintions. but let me make a more clear example

    'hey guy stand 50 feet over that way and imma take my bow and arrows and guard you, and you get a circumstance bonus to AC becuase im guarding you' see what I mean by me not being able to get behind the archer role of guard?

    as for abilities that allow him to I just did not find any of those. and shoving a guy off a cliff thats pretty much strickly RP IMO. any thing can do that. and bedides sacrificing your entire round just to push 1 guy one square is really crappy. id suggest just sacrificing damage om 1 attack to push.

    I know he has out of combat abilities, i said as much I just suggested you give him more thna just teh one he already has. take a gander at teh Samuria and give him some cool fear/intimidation goodies or steal from the knight some abilities like Vigilant defender, shield ally, and teh challenges. in fact there are a couple decent shield related abilites from the knight if i am not mistaken.
    Your post is almost illegible. Please, please obtain some form of spelling checker because I literally can't understand half of what you're saying.
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    Default Re: [PF/3.5] The Honour Guard: Revisited [PEACH]

    my bad on my 7 misstyped words allow me to rectify that situation

    I know the path of the anti mage requires a shield.

    but that is strictly anti mage and requiring a shield seems bit mm tacked on to me. I would suggest getting rid of the shield requirement and make a shield focused role that was an all around better defender/guard than the rest but sacrificing of offensive power. it just makes no sense to me that to be good at going against spell caster require you to have a shield. but at the same time having a shield don't do jack for you if the person is mundane.

    yes I know archers were used to guard things. I think what the issue here is guard has several different definitions. but let me make a more clear example

    'hey guy stand 50 feet over that way and imma take my bow and arrows and guard you, and you get a circumstance bonus to AC because im guarding you' see what I mean by me not being able to get behind the archer role of guard?

    as for abilities that allow him to
    "Oh, I'm killing this guy here" and "Oh, I'm shoving this guy here off a cliff"
    I just did not find any of those. and shoving a guy off a cliff thats pretty much strictly RP IMO. any thing can do that. and besides sacrificing your entire round just to push 1 guy one square is really crappy. id suggest just sacrificing damage one 1 attack to push.

    I know he has out of combat abilities, i said as much I just suggested you give him more than just the one he already has. take a gander at the Samurai and give him some cool fear/intimidation goodies or steal from the knight some abilities like Vigilant defender, shield ally, and the challenges. in fact there are a couple decent shield related abilities from the knight if i am not mistaken.

    SO in the end. I am trying to look at this class as a sort of body guard sicne that is what typically honour guards were anyways. I am coming from a point of view where 'how can I see a pc with this class doing and what is good or what is bad about it.'
    <><><><><><><><<><><><><><><><><><><><><><><><><>< ><><><><><><>
    but then again.. you have 4 different versions of this class in one post and i only looked at version .04. so I have no idea if that is even the correct one/latest one as that was so carefully left out of the original post.

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    Default Re: [PF/3.5] The Honour Guard: Revisited [PEACH]

    Quote Originally Posted by ngilop View Post
    my bad on my 7 misstyped words allow me to rectify that situation

    I know the path of the anti mage requires a shield.

    but that is strictly anti mage and requiring a shield seems bit mm tacked on to me. I would suggest getting rid of the shield requirement and make a shield focused role that was an all around better defender/guard than the rest but sacrificing of offensive power. it just makes no sense to me that to be good at going against spell caster require you to have a shield. but at the same time having a shield don't do jack for you if the person is mundane.

    yes I know archers were used to guard things. I think what the issue here is guard has several different definitions. but let me make a more clear example

    'hey guy stand 50 feet over that way and imma take my bow and arrows and guard you, and you get a circumstance bonus to AC because im guarding you' see what I mean by me not being able to get behind the archer role of guard?

    as for abilities that allow him to

    I just did not find any of those. and shoving a guy off a cliff thats pretty much strictly RP IMO. any thing can do that. and besides sacrificing your entire round just to push 1 guy one square is really crappy. id suggest just sacrificing damage one 1 attack to push.

    I know he has out of combat abilities, i said as much I just suggested you give him more than just the one he already has. take a gander at the Samurai and give him some cool fear/intimidation goodies or steal from the knight some abilities like Vigilant defender, shield ally, and the challenges. in fact there are a couple decent shield related abilities from the knight if i am not mistaken.

    SO in the end. I am trying to look at this class as a sort of body guard sicne that is what typically honour guards were anyways. I am coming from a point of view where 'how can I see a pc with this class doing and what is good or what is bad about it.'
    <><><><><><><><<><><><><><><><><><><><><><><><><>< ><><><><><><>
    but then again.. you have 4 different versions of this class in one post and i only looked at version .04. so I have no idea if that is even the correct one/latest one as that was so carefully left out of the original post.
    You mistyped far more than 7 words, but whatever.

    All your complaints seem to be "I can't imagine that working." That's great, but the fact that in reality, you can guard someone on the other side of the room makes this a rather pointless line of inquisition. The fact that in 3.P, a shield doesn't normally work against magic is also irrelevant. Barbarians don't normally move randomly when it's not their turn. The fact that there is a feat that lets them is not "tacked on," it just lets them do something they can't normally do.

    There is an ability which allows the Halberdier to hit anyone he threatens and knock them back, which cannot normally be achieved without bull rushing them. This provokes an AoO and forces you to move into their square and make a CMB check. Yes, any class CAN do it, the honour guard just does it better. Just as anyone CAN hit things, the fighter just does it better. Also, given the kinds of things you can use it to do (for example, a wizard can shove a Prismatic Wall or a Gate to the Plane of Negative Energy behind the opponent, allowing you to shove them through it. Off a cliff is just one of many options) it is worth spending a full-round action on. Really worth it.

    The Honour Guard is just that. A guard. The Knight and Samurai act to serve their lord (samurai actually comes from the Japanese "To serve") meaning that they don't just fight. They serve. The guard guards. And guarding may involve talking, it is unlikely to involve much else non-combaty. This is also why the fighter (who fights) has no out of combat stuff, but the rogue *who does rogue-y things, including backstabbing) has in- and out-of-combat abilities, as does the sorcerer (Who does sorcery of a not-very-specific type). A class does not need a plethora of non-combat abilities to be functional.

    The version with the highest number is generally the latest version...
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    Default Re: [PF/3.5] The Honour Guard: Revisited [PEACH]

    I meant teh D&D Knight that is all about guarding and protecting
    with abilities as follows

    Spoiler
    Show
    Knight's Challenge: Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence, or issue a general challenge that strikes fear into weak opponents and compels strong opponents to seek you out for personal combat. By playing on your enemies' ego, you can manipulate your foes.

    You can use this ability a number of times per day equal to 1/2 your class level + your Charisma bonus (minimum once per day). As you gain levels, you gain a number of options that you can use in conjunction with this ability.

    Even if you and your foes lack a shared language, you can still effectively communicate through body language, tone, and certain oaths and challenges you learn from a variety of different tongues.

    Fighting Challenge (Ex): As a swift action, you can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater than or equal to your character level minus 2. If it does not meet these requirements, a use of this ability is expended without effect.

    If the target does meet the conditions given above, you gain a +1 morale bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. You fight with renewed vigor and energy by placing your honor and reputation on the line. If your chosen foe reduces you to 0 or fewer hit points, you lose two uses of your knight's challenge ability for the day because of the blow to your ego and confidence from this defeat.

    The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus (if any).

    If you are capable of issuing a knight's challenge more than once per day, you can use this ability more than once in a single encounter. If your first chosen foe is defeated or flees the area, you can issue a new challenge to a different foe. You cannot switch foes if your original target is still active.

    At 7th level, the bonus you gain from this ability increases to +2. At 13th level, it rises to +3. At 19th level, it increases to +4.

    Test of Mettle (Ex): Starting at 4th level, you can shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. You must have line of sight and line of effect to the targets of this ability.

    As a swift action, you can expend one use of your knight's challenge ability to cause all your enemies within 100 feet with a CR greater than or equal to your character level minus 2 to make Will saves (DC 10 + 1/2 your class level + your Cha modifier). Creatures that fail this save are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect's area.

    An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target.

    If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your knight's challenge ability for that day. This additional use comes from increased confidence and the knowledge that you have proved your mettle as a knight against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have not used it by the start of the next day. You can only gain one additional use of your knight's challenge ability in this manner per day.

    The effect of a test of mettle lasts for a number of rounds equal to 5 + your Charisma bonus (if any). Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day.

    Call to Battle (Ex): Starting at 8th level, you become an inspiring figure on the battlefield. When all seems lost, you are a beacon of hope who continues to fight on despite the odds. No cause is yet lost when a knight still battles on its name.

    As a swift action, you can expend one use of your knight's challenge ability to grant an ally another save against a fear effect. The target gains a bonus on this save equal to your Charisma bonus (if any). If the target succeeds on this save, he gains the benefit for a successful save against the attack or spell. This ability reflects your talent to inspire your allies in the face of a daunting foe. For example, Lidda fails her save against a lich's fear spell. On his next action, Sir Agrivail uses his call to battle ability to grant Lidda another save. If she succeeds, she immediately shrugs off the effect of the fear spell.

    Daunting Challenge (Ex): Starting at 12th level, you can call out opponents, striking fear into the hearts of your enemies. In this manner you separate the strong-minded from the weak-willed, allowing you to focus on opponents that are worthy foes.

    As a swift action, you can expend one use of your knight's challenge ability to issue a daunting challenge. This ability affects all creatures within 100 feet of you that have a CR less than your character level minus 2. Targets must be able to hear you, speak or understand a language of some sort, and have an Intelligence score of 5 or more. All targets who meet these conditions must make Will saves (DC 10 + 1/2 your class level + your Cha modifier) or become shaken.

    Whether a creature fails or succeeds on its save against your daunting challenge, it can only be targeted by this effect once per day.

    Bond of Loyalty (Ex): Starting at 16th level, your loyalty to your comrades endures even in the face of powerful magic. You can expend one use of your knight's challenge ability to make an additional saving throw against a mind- affecting spell or ability. You can use this ability once per round as a free action and can continue to use it even if an opponent is controlling your actions with a mind-affecting spell or ability.

    Loyal Beyond Death (Ex): At 20th level, if you are reduced to 0 or fewer hit points by an effect that otherwise leaves your body intact, you can expend one use of your knight's challenge ability to remain conscious and continue to act for 1 more round before dying. You can use this ability even if your hit point total is —10 or lower. If your body is somehow destroyed before your next action (such as by disintegrate), then you cannot act. You can continue to expend uses of your knight's challenge ability to survive from round to round until you run out of uses. If you receive healing that leaves you with more than —10 hit points, you survive (or fall unconscious, as appropriate to your new hit point total) when you stop using this ability. Otherwise, death overtakes you when you run out of uses of your knight's challenge ability.

    The Knight's Code: You fight not only to defeat your foes but to prove your honor, demonstrate your fighting ability, and win renown across the land. The stories that arise from your deeds are just as important to you as the deeds them- selves. A good knight hopes that her example encourages others to lead righteous lives. A neutral knight wishes to uphold the cause of his liege (if he has one) and win glory. An evil knight seeks to win acclaim across the land and increase her own personal power. The knight's code focuses on fair play: A victory achieved through pure skill is more difficult, and hence wins more glory, than one achieved through trickery or guile.
    A knight does not gain a bonus on attack rolls when flanking. You still confer the benefit of a flanking position to your ally, but you forgo your own +2 bonus on attack rolls. You can choose to keep the +2 bonus, but doing so violates your code of honor (see below).
    A knight never strikes a flat-footed opponent. Instead, you allow your foe to ready himself before attacking.
    A knight never deals lethal damage against a helpless foe. You can strike such a foe, but only with attacks that deal nonlethal damage.

    If you violate any part of this code, you lose one use of your knight's challenge ability for the day. If your knight's challenge ability is not available when you violate the code (for example, if you have exhausted your uses for the day), you take a —2 penalty on attack rolls and saves for the rest of that day. Your betrayal of your code of conduct undermines the foundation of confidence and honor that drives you forward.

    While you cleave to your view of honor, chivalry, and pursuit of glory, you do not force your views on others. You might chide a rogue for sneaking around a battlefield, but you recognize (and perhaps even feel a bit smug about) the reality that not everyone is fit to follow the knight's path.

    Mounted Combat: At 2nd level, you gain Mounted Combat as a bonus feat.

    Shield Block (Ex): Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy's attacks. During your action, designate a single opponent as the target of this ability. Your shield bonus to AC against that foe increases by 1, as you move your shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss.

    This shield bonus increases to +2 at 11th level and +3 at 20th level.

    Bulwark of Defense (Ex): When you reach 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.

    Armor Mastery (Ex): Starting at 4th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, you ignore the speed reduction imposed by heavy armor as well.

    Bonus Feat: At 5th level, you gain a bonus feat chosen from the following list: Animal Affinity, Diehard, Endurance, Great Fortitude, Iron Will, Quick Draw, Ride-By Attack, Spirited Charge, Trample, or Weapon Focus (lance). You must still meet any prerequisites for the feat. You gain an additional bonus feat from this list at 10th level and again at 15th level.

    Vigilant Defender (Ex): Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by an amount equal to your class level.

    Shield Ally (Ex): Starting at 6th level, as an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.

    Improved Shield Ally (Ex): At 14th level, your ability to absorb damage increases. Once per round you can absorb all the damage from a single attack directed against an adjacent ally. In addition, you continue to absorb half the damage from other physical attacks on an adjacent ally, if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage.

    Impetuous Endurance (Ex): Starting at 17th level, your fighting spirit enables you to push your body beyond the normal limits of endurance. You no longer automatically fail a saving throw on a roll of 1. You might still fail the save if your result fails to equal or beat the DC.


    you will notice that most ( maybe all) of them are about protecting allies, something that I thought you would like to include in your honor guard, which is much MUCH more than just a random guard. but i guess that while you want to use real world terms of samurai and Knight and not the fact that I was suggesting taking some of the abilities fro those D&D classes and stapling them onto your Honour Guard. you do not want to use the actual defintion of Honour guard and instead just regulate them to paltry guard.

    and again wtf dude? i am not saying give them a bazillion out of combat abilities, just one more. thats it ONE you know the number between zero and two? and that why i suggested using teh samurai staredown ability becuase you know.. guards do that. and it is 100% comletely in the ralm o what i guess you want from a guard. stand there be guardy you already agve them benefits bluff, diplomacy, and knowledge nobility, so why you think giving them a way to make intimidate worhtwhile is so far out of their role is beyond me.

    and im done with any more PEACH. you asked I said what I thought was wrong and suggested some nice additions. for some reason you hate those those becuase 'in the real world samurai meant to serve. and i call BS to teh extreme on that. there are soem good abilities out there on some bad classes. whether or not the class has an actual real world definition and existanc should be ma moot point. why you hopped on that bandwagon is beyond me.

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    Default Re: [PF/3.5] The Honour Guard: Revisited [PEACH]

    Quote Originally Posted by ngilop View Post
    I meant the D&D Knight, who is all about guarding and protecting, with abilities as follows:

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    Knight's Challenge: Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence, or issue a general challenge that strikes fear into weak opponents and compels strong opponents to seek you out for personal combat. By playing on your enemies' ego, you can manipulate your foes.

    You can use this ability a number of times per day equal to 1/2 your class level + your Charisma bonus (minimum once per day). As you gain levels, you gain a number of options that you can use in conjunction with this ability.

    Even if you and your foes lack a shared language, you can still effectively communicate through body language, tone, and certain oaths and challenges you learn from a variety of different tongues.

    Fighting Challenge (Ex): As a swift action, you can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater than or equal to your character level minus 2. If it does not meet these requirements, a use of this ability is expended without effect.

    If the target does meet the conditions given above, you gain a +1 morale bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. You fight with renewed vigor and energy by placing your honor and reputation on the line. If your chosen foe reduces you to 0 or fewer hit points, you lose two uses of your knight's challenge ability for the day because of the blow to your ego and confidence from this defeat.

    The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus (if any).

    If you are capable of issuing a knight's challenge more than once per day, you can use this ability more than once in a single encounter. If your first chosen foe is defeated or flees the area, you can issue a new challenge to a different foe. You cannot switch foes if your original target is still active.

    At 7th level, the bonus you gain from this ability increases to +2. At 13th level, it rises to +3. At 19th level, it increases to +4.

    Test of Mettle (Ex): Starting at 4th level, you can shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. You must have line of sight and line of effect to the targets of this ability.

    As a swift action, you can expend one use of your knight's challenge ability to cause all your enemies within 100 feet with a CR greater than or equal to your character level minus 2 to make Will saves (DC 10 + 1/2 your class level + your Cha modifier). Creatures that fail this save are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect's area.

    An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target.

    If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your knight's challenge ability for that day. This additional use comes from increased confidence and the knowledge that you have proved your mettle as a knight against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have not used it by the start of the next day. You can only gain one additional use of your knight's challenge ability in this manner per day.

    The effect of a test of mettle lasts for a number of rounds equal to 5 + your Charisma bonus (if any). Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day.

    Call to Battle (Ex): Starting at 8th level, you become an inspiring figure on the battlefield. When all seems lost, you are a beacon of hope who continues to fight on despite the odds. No cause is yet lost when a knight still battles on its name.

    As a swift action, you can expend one use of your knight's challenge ability to grant an ally another save against a fear effect. The target gains a bonus on this save equal to your Charisma bonus (if any). If the target succeeds on this save, he gains the benefit for a successful save against the attack or spell. This ability reflects your talent to inspire your allies in the face of a daunting foe. For example, Lidda fails her save against a lich's fear spell. On his next action, Sir Agrivail uses his call to battle ability to grant Lidda another save. If she succeeds, she immediately shrugs off the effect of the fear spell.

    Daunting Challenge (Ex): Starting at 12th level, you can call out opponents, striking fear into the hearts of your enemies. In this manner you separate the strong-minded from the weak-willed, allowing you to focus on opponents that are worthy foes.

    As a swift action, you can expend one use of your knight's challenge ability to issue a daunting challenge. This ability affects all creatures within 100 feet of you that have a CR less than your character level minus 2. Targets must be able to hear you, speak or understand a language of some sort, and have an Intelligence score of 5 or more. All targets who meet these conditions must make Will saves (DC 10 + 1/2 your class level + your Cha modifier) or become shaken.

    Whether a creature fails or succeeds on its save against your daunting challenge, it can only be targeted by this effect once per day.

    Bond of Loyalty (Ex): Starting at 16th level, your loyalty to your comrades endures even in the face of powerful magic. You can expend one use of your knight's challenge ability to make an additional saving throw against a mind- affecting spell or ability. You can use this ability once per round as a free action and can continue to use it even if an opponent is controlling your actions with a mind-affecting spell or ability.

    Loyal Beyond Death (Ex): At 20th level, if you are reduced to 0 or fewer hit points by an effect that otherwise leaves your body intact, you can expend one use of your knight's challenge ability to remain conscious and continue to act for 1 more round before dying. You can use this ability even if your hit point total is —10 or lower. If your body is somehow destroyed before your next action (such as by disintegrate), then you cannot act. You can continue to expend uses of your knight's challenge ability to survive from round to round until you run out of uses. If you receive healing that leaves you with more than —10 hit points, you survive (or fall unconscious, as appropriate to your new hit point total) when you stop using this ability. Otherwise, death overtakes you when you run out of uses of your knight's challenge ability.

    The Knight's Code: You fight not only to defeat your foes but to prove your honor, demonstrate your fighting ability, and win renown across the land. The stories that arise from your deeds are just as important to you as the deeds them- selves. A good knight hopes that her example encourages others to lead righteous lives. A neutral knight wishes to uphold the cause of his liege (if he has one) and win glory. An evil knight seeks to win acclaim across the land and increase her own personal power. The knight's code focuses on fair play: A victory achieved through pure skill is more difficult, and hence wins more glory, than one achieved through trickery or guile.
    A knight does not gain a bonus on attack rolls when flanking. You still confer the benefit of a flanking position to your ally, but you forgo your own +2 bonus on attack rolls. You can choose to keep the +2 bonus, but doing so violates your code of honor (see below).
    A knight never strikes a flat-footed opponent. Instead, you allow your foe to ready himself before attacking.
    A knight never deals lethal damage against a helpless foe. You can strike such a foe, but only with attacks that deal nonlethal damage.

    If you violate any part of this code, you lose one use of your knight's challenge ability for the day. If your knight's challenge ability is not available when you violate the code (for example, if you have exhausted your uses for the day), you take a —2 penalty on attack rolls and saves for the rest of that day. Your betrayal of your code of conduct undermines the foundation of confidence and honor that drives you forward.

    While you cleave to your view of honor, chivalry, and pursuit of glory, you do not force your views on others. You might chide a rogue for sneaking around a battlefield, but you recognize (and perhaps even feel a bit smug about) the reality that not everyone is fit to follow the knight's path.

    Mounted Combat: At 2nd level, you gain Mounted Combat as a bonus feat.

    Shield Block (Ex): Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy's attacks. During your action, designate a single opponent as the target of this ability. Your shield bonus to AC against that foe increases by 1, as you move your shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss.

    This shield bonus increases to +2 at 11th level and +3 at 20th level.

    Bulwark of Defense (Ex): When you reach 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.

    Armor Mastery (Ex): Starting at 4th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, you ignore the speed reduction imposed by heavy armor as well.

    Bonus Feat: At 5th level, you gain a bonus feat chosen from the following list: Animal Affinity, Diehard, Endurance, Great Fortitude, Iron Will, Quick Draw, Ride-By Attack, Spirited Charge, Trample, or Weapon Focus (lance). You must still meet any prerequisites for the feat. You gain an additional bonus feat from this list at 10th level and again at 15th level.

    Vigilant Defender (Ex): Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by an amount equal to your class level.

    Shield Ally (Ex): Starting at 6th level, as an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.

    Improved Shield Ally (Ex): At 14th level, your ability to absorb damage increases. Once per round you can absorb all the damage from a single attack directed against an adjacent ally. In addition, you continue to absorb half the damage from other physical attacks on an adjacent ally, if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage.

    Impetuous Endurance (Ex): Starting at 17th level, your fighting spirit enables you to push your body beyond the normal limits of endurance. You no longer automatically fail a saving throw on a roll of 1. You might still fail the save if your result fails to equal or beat the DC.


    You will notice that most (maybe all) of them are about protecting allies, something that I thought you would like to include in your Honour Guard, which is much MUCH more than just a random guard. But I guess that while you want to use real world terms of samurai and Knight and not the fact that I was suggesting taking some of the abilities from those D&D classes and stapling them onto your Honour Guard. you do not want to use the actual definition of Honour guard and instead just regulate them to paltry guard.

    And again wtf dude? I am not saying give them a bazillion out of combat abilities, just one more. That's it ONE you know, the number between zero and two? That why I suggested using the samurai staredown ability because you know.. guards do that. and it is 100% completely in the realm of what I guess you want from a guard. Stand there be guardy. You already gave them benefits to bluff, diplomacy, and knowledge nobility, so why you think giving them a way to make intimidate worthwhile is so far out of their role is beyond me.

    [Stuff]Why you hopped on that bandwagon is beyond me.
    You were talking about non-combat abilities and referring to the knight, and then you shove lots of Knight combat abilities at me? Come on. Also, I don't want to steal from another class.

    Also, Honour Guard or not, he's also a guard. He doesn't craft stuff, he doesn't disarm traps, he doesn't cast spells, he guards. An Honour Guard is still a guard, but just a special one. He doesn't need a ton of noncombat abilities. That said, the idea of adding Intimidate to The Mouth is at least a good one, so at least you've said something useful.

    Making classes which do what they're meant to is not a bandwagon. It's a good idea. Lrn2difference.

    EDIT: The Mouth already gives a bonus to intimidate. What are you on about?
    Last edited by Jormengand; 2013-07-01 at 03:39 PM.
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    Default Re: [PF/3.5] The Honour Guard: Revisited [PEACH]

    Bump. Could some more people please read the class and PEACH it, thanks.
    Avatar by Pessimismrocks. My homebrew.
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    Default Re: [PF/3.5] The Honour Guard: Revisited [PEACH]

    Im going to pretty much echo what ngilop has already said.

    Why you want to completelt disregard what I feel is great advice is beyond me. Just becuase a Knight (in the real world) serves a lord, why does that mean that you cannot include some of those class's abilities in your honour guard? After all don't your as you put 'big stupid and dumb just a guard' guard serve somebody anyways? Like for example who ever he is guarding? For example Bulwark of Defense and Vigilant Defender are perfect abilities for a guard.

    What is so bad about letting the Guard have a 2nd out of combat use? Adn since the honour guard already has a somewhat emphasized intimidate why not just give the addition of the Samurai's staredown/mass staredown??

    I could go on and give some more PEACH, but lets just admit it here. You are going to get all upset and proceed to say how X is wrong, just becuase somebody does not fully agrre with what you want.

    Not all ideas are good nor are are they all terrible. It takes a stronger person to realize the two and choose what is best.

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    Default Re: [PF/3.5] The Honour Guard: Revisited [PEACH]

    Quote Originally Posted by dice24 View Post
    Im going to pretty much echo what ngilop has already said.

    Why you want to completelt disregard what I feel is great advice is beyond me. Just becuase a Knight (in the real world) serves a lord, why does that mean that you cannot include some of those class's abilities in your honour guard? After all don't your as you put 'big stupid and dumb just a guard' guard serve somebody anyways? Like for example who ever he is guarding? For example Bulwark of Defense and Vigilant Defender are perfect abilities for a guard.

    What is so bad about letting the Guard have a 2nd out of combat use? Adn since the honour guard already has a somewhat emphasized intimidate why not just give the addition of the Samurai's staredown/mass staredown??

    I could go on and give some more PEACH, but lets just admit it here. You are going to get all upset and proceed to say how X is wrong, just becuase somebody does not fully agrre with what you want.

    Not all ideas are good nor are are they all terrible. It takes a stronger person to realize the two and choose what is best.
    First, learn to use grammar before criticising me, because I can barely read what you're saying. Second, please read what I have written before criticising me, because large amounts of what you are saying is wrong.
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    Default Re: [PF/3.5] The Honour Guard: Revisited [PEACH]

    Hi, here from lurking in the PEACH exchange.

    I still have some stuff to read, but I'll address what I've seen so far. I don't know if the table is broken for anyone else, but assuming it's broken for you too, If you could fix it soon that would be greatly appreciated.

    I understand the "Guard" concept as a general thing; it's not about providing them physical cover so much as being like an oath or a morale type thing. I can get behind that. the Honour Paths are where I start to feel somewhat ill-at-ease. I'll address them individually.

    Path of the Archer

    Firstly, my understanding is that you can't make an attack of opportunity with a ranged weapon under any circumstances in Pathfinder (I'd have to double-check for 3.5) without some kind of feat or class feature stating to the contrary. For Path of the Archer to work, you're going to need to be specific about when/what circumstances they can make AoOs and write them in.

    Before you bring up Snap Shot and Improved Snap Shot: According to what you've written, they don't get those feats until after they get the class feature in question.

    Pinning Shot (and Supressing Fire) is interesting. The fact that the DC of the reflex save scales directly with your attack roll (magic items, feats, etc included) strikes me as kind of abusable, and perhaps the ASF is a bit high. Maybe make it a combat maneuver roll? All I can say about Supressing Fire in particular is that it could use playtesting.

    Far as I can tell, Rain of Destruction essentially means that (with Combat Reflexes) you're basically making an extra attack against (dexterity modifier) targets per round; I realize it's a really late game ability, but I see that potentially being really nasty, especially given that archery builds in Pathfinder are already really, really good.


    Path of the Halberdier

    I'd just like to open by saying I enjoy reach-weapon based class features, but I'm a bit divided about this. Of particular note: while it makes for a good name, technically Halberds are not reach weapons in Pathfinder.

    Irresistible Force is slightly ambiguous in terms of what direction is "directly away" from the Honour Guard when the enemy is standing at certain angles away from them (for instance, two spaces away vertically and one horizontally is considered within the range of a reach weapon).

    Immovable Object sounds like an invitation to revisit Spiked Chain AoO Hell from D&D 3.5 but with Glaives and Ranseurs instead of spiked chains. I can't say I like the sound of that. Additionally, the idea of a single man with a Glaive (let's say) having a 15 foot reach seems a little ludicrous to me without some kind of supernatural component seems a little ludicrous to me, especially considering it stacks with Lunge, a feat I'm not particularly fond of as it is.

    Inconcievable Event is cool; it doesn't come up very often and it's not necessarily game-breakingly powerful, and it can be overcome through terrain advantage and good crowd control. It's good to have abilities that feature counterplay.

    for The Shield and The Halberd, I'm not clear on what "for each piece of armor" translates to, exactly. I assume this is alluding to the optional Piecemeal Armor rules from Ultimate Combat? Having them sunder against all of their armor at once with one Reflex Save seems easier to digest and would take a lot less time to resolve. Having AoOs resolve as Touch Attacks sounds extremely nasty, but for the ability's level I can see it working.

    Path of the Antimagus

    I'm not entirely sure why you'd make those last two feats open-ended, but admittedly I can't think of good substitutes off the top of my head; maybe the Spellbreaker feat chain?

    This particular path requiring a shield is a bit odd to me and I can't really conceive of a logical reason for it, but I guess it sort of fits the class' flavor. I'm disappointed with the lack of official or homebrew classes that don't specifically incentivize shield use and giving allies cover, but you aren't obligated to meet that demand.

    Spellslayer... Okay, I get where you're coming from; spellcasters are extremely powerful and nasty, and there's been a general subtext to this class of trying to "take the game back from spellcasters", but I just feel like having class features like this makes the game extremely unfun for anyone who has to fight against an antimagus. A lot of PC classes use at least some spells, more if you include Psionics (as you clearly are), and I feel like one full-round attack is going to seriously wreck any spellcasting character that gets caught up in it.

    Reditomancer seems like a lot of new mechanics considering Spell Turning already exists as a baseline for these sorts of things. I can understand needing to tweak it a bit to get the effect you're going for, but it just seems a little unnecessary to make this effect from scratch. Also, this seems like kind of a downgrade from Spellslayer, in terms of being the later-game ability of the two.

    Zone of Obliteration... I really, really don't understand why this is written the way it is. In practical terms, this basically just annihilates all magical effects in play and then puts up a bunch of wards that prevent more magic from coming into play for quite a while. In practice, though, you have created a massive unblockable chain of ~20 spells in a custom area of effect that all have to be resolved, with some taking priority over others, and with extra rules in play as well. A large (possibly static) Antimagic zone would probably serve the exact same purpose without (as written) requiring you to resolve some 20-something effects and slow the game down to a crawl. Not to mention, shutting down all magic in a fairly large area just seems pretty anti-fun when a targeted or custom effect would probably be just as good mechanically without forcing all of your allies to recalculate their stat totals.

    tl;dr from what I've read this class features a few minor leaps of logic that feel sort of off to me, and a lot of added effects that have to be resolved before the game can proceed. Pacing needs work. Not sure about balance, but this would probably be the best martial-combat based prestige class in the game as written.
    In tabletop RPGs, modification is the sincerest form of flattery.
    Homebrews: |Spellcasting|

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