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  1. - Top - End - #1
    Dwarf in the Playground
     
    OldWizardGuy

    Join Date
    Jun 2008

    Default [3.P] New Base Class: the Protector {WIP, PEACH}

    Hi guys, this is a new base class I wrote (with pathfinder power level in mind) and I was wondering if you can give me your two cents. also, if you see bad grammar, please point it out.

    This is a long post so I am going to have to break it into two.

    Protector

    There are many roles to fill in life, and to the protector, his role is all about others. Regardless if he chooses a darker path, or if it's all about enhancing his comrades, the protector functions best when surrounded by allies to gain the advantages he has to offer.

    Some Protector use dark energies on their enemies turning their sudden painful inflictions into strength for their allies, while others create magical fields around their friends, making them nigh invulnerable, but all share the natural ability of making their allies potentially more deadly. In fact, for many protectors, their powerful enhancements only work on others, not themselves. It is that reason some protector eventually call upon their own allies, making them less defenseless.

    Role:
    Spoiler
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    Protectors spend much of their time traveling the world, aiding any who philosophically share their views, or perhaps employers who want to raise their survivability. They learn how to move in all kinds of situations from traveling so much; as much physically as socially. It is not uncommon for a Protector to speak many languages, including obscure, or dead ones. Those who stick to the job usually become fantastic tacticians, full of insight into all kinds of ways to take all manner of creatures down. The Protector is not necessarily a leader, but a combat conductor, who sees all and points his allies towards the best solutions.

    Most who take this path ultimately become a strong support for those they aid; their biggest strength is the faith they have in those who are next to them.


    Alignment: Any.
    Hit Die: d8.
    Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
    Class skills
    The protector’s class skills are Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Knowledge (Any which can give information on a creature, Taken individually) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
    Skill Ranks per Level: 4 + Int modifier.

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

    1st|
    +0
    |
    +2
    |
    +2
    |
    +2
    |Enhance Movement: Land speed

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +3
    |Battleground Specialization

    3rd|
    +1
    |
    +3
    |
    +3
    |
    +3
    |Combatlink, Enhance Movement: Swim speed

    4th|
    +2
    |
    +4
    |
    +4
    |
    +4
    |Battleground Ability I

    5th|
    +2
    |
    +4
    |
    +4
    |
    +4
    | Combatlink: Lifesigns, Enhance Movement: Burrow speed, Know thy Enemy

    6th|
    +3
    |
    +5
    |
    +5
    |
    +5
    |Battleground Ability II

    7th|
    +3
    |
    +5
    |
    +5
    |
    +5
    |Combatlink: Empathy, Commands, Command: Move action

    8th|
    +4
    |
    +6
    |
    +6
    |
    +6
    |Battleground Ability III

    9th|
    +4
    |
    +6
    |
    +6
    |
    +6
    |Combatlink: Telepathy, Enhance Movement: Fly speed

    10th|
    +5
    |
    +7
    |
    +7
    |
    +7
    |Battleground Ability IV

    11th|
    +5
    |
    +7
    |
    +7
    |
    +7
    |Combatlink Trick, Command: Standard action

    12th|
    +6
    |
    +8
    |
    +8
    |
    +8
    |Battleground Ability V

    13th|
    +6
    |
    +8
    |
    +8
    |
    +8
    |Combatlink Trick, Command: Full round action

    14th|
    +7
    |
    +9
    |
    +9
    |
    +9
    |Battleground Ability VI

    15th|
    +7
    |
    +9
    |
    +9
    |
    +9
    |Combatlink Trick, Enhance Movement: Movement speeds

    16th|
    +8
    |
    +10
    |
    +10
    |
    +10
    |Battleground Ability VII

    17th|
    +8
    |
    +10
    |
    +10
    |
    +10
    |Combatlink Trick, Command: Mega Boost

    18th|
    +9
    |
    +11
    |
    +11
    |
    +11
    |Battleground Ability VIII

    19th|
    +9
    |
    +11
    |
    +11
    |
    +11
    |Combatlink Trick, Command: Price reduction

    20th|
    +10
    |
    +12
    |
    +12
    |
    +12
    |Grand Specialization[/table]

    {table=head]Spells Per-Day
    {table=head]Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
    1st | 3 | 1 | - | - | - | - | - | - | - | - |
    2nd | 4 | 2 | - | - | - | - | - | - | - | - |
    3rd | 4 | 2 | 1 | - | - | - | - | - | - | - |
    4th | 4 | 3 | 2 | - | - | - | - | - | - | - |
    5th | 4 | 3 | 2 | 1 | - | - | - | - | - | - |
    6th | 4 | 3 | 3 | 2 | - | - | - | - | - | - |
    7th | 4 | 4 | 3 | 2 | 1 | - | - | - | - | - |
    8th | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
    9th | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - | - |
    10th | 4 | 4 | 4 | 3 | 3 | 2 | - | - | - | - |
    11th | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - |
    12th | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - | - | - |
    13th | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - |
    14th | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - | - |
    15th | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - |
    16th | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - |
    17th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
    18th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
    19th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
    20th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
    [/table][/table]

    Class Features
    The following are the class features of the Protector.

    Weapon and Armor Proficiency: A Protector is proficient with all simple weapons. A Protector is also proficient with light armor and Medium armor, as well as shields.

    Spells:

    Spoiler
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    A Protector casts divine spells drawn from the Protector spell list. A Protectormust choose and prepare his spells ahead of time.
    To learn, prepare, or cast a spell, the Protector must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Protector’s spell is 10 + the spell level + the Protector’s Wisdom modifier. A protector gains bonus spells from wisdom.

    A Protector can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Protector. In addition, he receives bonus spells per day if he has a high Wisdom score.

    A Protector can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Protector under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

    A Protector must study his tacticsbook each day to prepare his spells. This book is a personal journal of experiences, training, battles fought, and notes on his battleground specialization. Preparing his spells take one hour of study.

    At the end of this hour, the protector also chooses a bonus granted by the book, which is active until he studies his tacticsbook again. His choices for this bonus is: +1 insight bonus to armor class, +1 insight bonus to a saving throw of his choice, or +1 insight bonus to attacks.

    He cannot prepare any spell not recorded in his tacticsbook except for read magic, which all protector can prepare from memory. A Protector begins play with a tacticsbook containing all 0-level Protector spells plus three 1st-level Protector spells of his choice. The Protector also selects a number of additional 1st-level Protector spells equal to his Wisdom modifier to add to his tacticsbook. At each new Protector level, he gains a new Protector spells of any spell level or levels that he can cast (based on his new Protector level) for his tacticsbook. At any time, a Protector can also add spells found in other tacticsbooks to his own.

    Any spells with the range of personal cast by a protector change to touch range instead. The protector cannot cast ANY spell on themselves that is not defensive in nature. Any spell that could be used offensively as well as defensively will automatically end if used in any offensive way possible.

    A Protector also gains spells from his battleground specialization, since they perform a certain amount of spell research between adventures in their fields of study. Each time a character attains a new protector level, he gains a spell of his choice to add to his tacticsbook from his battleground specialization spell list. The free spell added to his tacticsbook must be of a spell level he can cast.

    A Protector may have any number of spells in their tacticsbook. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his tacticsbook. While studying, the Protector decides which spells to prepare.

    A Protector can learn spells from a wizard’s spellbook, just as a wizard can from a Protector’s tacticsbook. The spells learned must be on the Protector spell list, as normal. An alchemist can learn formulae from a Protector’s tacticsbook, if the spells are also on the alchemist spell list. A Protector can learn spells directly from any caster that takes the time, 2 hours per spell level, to instruct the Protector on the proper use and potential exploitation of a spell, adding it to his tacticsbook. This costs the same as scribing a spell in a spellbook.


    Enhance Movement (Sp)

    The first ability a protector learns is to enhance his speed and that of his allies, or grant them new methods of movement. The group is only as fast as the slowest member after all.

    Enhance Movement powers are a standard action to use. They have a Medium range (100 ft +10ft. per level), and last 10 minutes per protector level. A protector may use this ability once per day per protector level.

    Spoiler
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    At 1st level a protector may grant one of his allies an increase to their land movement by 30 feet. If the target does not have a land speed, he gains one for the same amount.

    At 3rd level he may choose to grant an increase to swim speed of 20 ft. If the target does not have a swim speed, he gains one for the same amount. This includes a +8 bonus to swim checks.

    At 5th level he may choose to grant an increase to burrow speed of 20 ft. If the target does not have a burrow speed, he gains one for the same amount.

    At 9th level he may choose to grant an increase to fly speed of 40ft. If the target does not have a fly speed, he gains one for the same amount. This includes a +4 bonus to fly checks.

    At 15th level any speed enhancements and movement methods the protector grants are doubled; e.g. a +40 ft enhancement to swim instead of 20 ft.


    Battleground Specialization (Su)

    While every Protector shares Commands, each Protector chooses to walk a different path from others. Some learn to use negative energy to hinder foes and help allies, while others call upon the power of the weather to see them through battles. A protector chooses one Battleground Specialization at 2nd level, gaining its first power, and gaining each sub sequential power every two levels.

    A protector can use these powers for a total number of rounds per day equal to his level + his int modifier; these rounds are known as Battleground Rounds (shorthand BRs). Unless otherwise stated, abilities have a 30 ft. range, and area of effects are 30 ft. radius wide.

    All Battleground specialization abilities are based on Intelligence, and if they require a saving throw the DC is equal to 10 + ½ protector level(round down) + intelligence modifier.

    All of these abilities are a standard action that can be channeled; a protector decides whether he will continue to use an ability round after round (called channeling), unless a specific ability says otherwise.

    Channeling an ability is a move action and costs one BR for every two rounds, unless otherwise stated. You may only channel one ability at a time. Any abilities the protector channels may be interrupted, requiring a concentration check (dc = 10 + damage taken + half the protector level).

    Any effects from battleground specialization, unless otherwise stated, have lasting effects for Int modifier in rounds after the protector uses them or stops channeling them, these rounds do not count against BRs.

    All battleground specialization abilities are considered Supernatural (Su).

    Combatlink (Su)

    A strong defining ability that makes a protector the center of knowledge among the group. Because of this power, protectors act as a "spider brain"; they begin to link with others, creating invisible connections amongst all of them. These connections cannot cross planar boundaries, but have no limit once established. A protector decides who is part of this combatlink every morning, and may include his Intelligence modifier worth of people into the link, plus one for every five class levels he has.

    This is part of the protector's morning ritual; nothing is required on the part of others beyond their general presence (same town/area), and be a known creature to the protector. "Known creature" is defined as someone who the protector has met and is currently working with. Any who are part of the combatlink are immune to abilities generated by the protector, at the protector's discretion.

    Note that any information the Combatlink grants is received by all, not just the protector.

    Spoiler
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    At 3rd level this takes the form of sensing each other's location within close range. It also grants an extra +1 bonus to attacks as long as the target is flanked and both flankers are in the same combatlink.

    At 5th level, this ability functions as a Deathwatch and Status effect, and is now medium range. It also increases the amount of help given when using the aid another action (both combat and skill) by an extra +2 as long as the involved parties are in the same combatlink.

    At 7th level, it changes into an empathic link, now at long range. It also now grants a +2 bonus to damage as long as the target is flanked and both flankers are in the same combatlink.

    Spoiler
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    An empathic link allows communication emphatically, but no one can see through others eyes. Because of the link’s limited nature, only general emotions can be shared.


    At 9th level the combatlink becomes telepathic, as outlined below. It now grants any linked a +2 bonus on will saves. It also grants a +1 bonus to Armor Class to anyone flanking with another creature in the combatlink.

    Spoiler
    Show
    You forge a telepathic link among yourself and allies. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the link regardless of language. No special power or influence is established as a result of the link. Once the link is formed, it works over any distance (although not from one plane to another). If a creature in the telepathic link has an intelligence lower than 3, the link acts as the 7th level ability empathic link instead


    At 11th level, and every two levels thereafter, a protector can choose one of the Combatlink Tricks below. These tricks can either affect his combatlink, changing the way it works somehow, or are used through the combatlink on a target(s).

    Attacks of Opportunity: anytime anyone in the combatlink has an attack of opportunity, they may choose to forgo the attack to give the opening to someone else in the link who is also threatening the same target. Regardless of who forgoes an attack of opportunity, your combatlink partners can only do this once per turn, for a total of five times per day. Choosing this ability again grants five extra uses per day.

    Combatlink Commands: you can choose to use a Command on an ally out of range through the combatlink. You can do this three times per day. Choosing this ability again grants three extra uses per day.

    Spoiler
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    Normal: Commands have a range of Short (25 ft. + 5 ft./2 protector levels)


    Feedback share: when an ally drops below 0 hit points, any other ally in the combatlink can choose to take half of the damage as an immediate action. This ability can be used once per day. Choosing this ability again grants one extra use per day.

    Healing bond: you can choose to use any cure spell as a close range spell rather than a touch spell. As with all other Combatlink Tricks, your target must be connected to you through the combatlink. You can do this three times per day. Choosing this ability again increases your uses by three per day.

    Increased combatlink capacity: your combatlink can have three more creatures in it. You can choose this ability again, increasing your combatlink capacity by three more each time selected.

    Mass spells: any time you cast a defensive buff spell (as defined by the gm) of 3rd level or lower, you can choose to also give the effects of the spell to your combatlink allies in close range. You can activate this once per day. Choosing this ability again grants one extra use per day.

    Share saving throws: any time anyone in the combat link rolls a saving throw, another in the link may choose to substitute that combatlink partner's base saving throw with his own.This ability can be activated twice per day. Choosing this ability again grants two extra uses per day.

    Share skills: any time anyone in the combatlink rolls a skill check, another combatlink partner may choose to share his full bonus, substituting all values from one creature with the other's for the skill check. Your allies can do this a total of four times per day. Choosing this ability again grants four extra uses per day.

    Share spells: any time anyone in the combat link casts a personal spell, they may choose to share it with another one in the link. This ability can be activated a twice per day. Choosing this ability again grants two extra uses per day.


    Know thy Enemy:

    Protectors, in their quest to know everything about their enemies, have become rather well informed. Protectors add half their class level as a bonus to any knowledge checks, but only when it's to identify monsters and their special powers or vulnerabilities. A protector must have at least one rank in the knowledge used to gain this bonus.

    Commands:

    The Protector is in constant vigilance in the midst of combat. Most protectors learn very early to see everything around them; their senses are at their most powerful when they are surrounded by friend and foe, ever ready to action. This ability grants them the use of one extra immediate action per turn.

    This grants them the ability to direct others, and assist them in combat beyond granting them extra movement. The protector uses Command Charges (Shorthand: CCs) to do so. Every day he has Command charges equal to his levels of Protector plus his Int modifier.

    Commands are used as an immediate action. Commands can be used on targets within close range. Targets can only receive one Command per turn.

    Spoiler
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    At 7th level he may choose to use two Command charges to grant an extra move action. This ability grants an immediate move action to the target. This action does not change the character's initiative.

    At 11th level he may choose to use three Command charges to grant an extra standard action instead. This ability grants an immediate standard action to the target. This action does not change the character's initiative.

    At 13th level he may choose to use four Command charges to grant an extra full round action. This ability grants an immediate full round action to the target. This action does not change the character's initiative.

    At 17th level a Protector may use fifteen Command charges to grant two extra full round actions. This ability grants two immediate full round actions. This takes a standard action to activate. This ability does not stack with any other commands; i.e. you may not target anyone with Commands if he is under the effects of this particular Command.

    At 19th level all Command actions cost one less command charge to use. This cannot drop the cost below one.


    Grand specialization:

    As a master tactician, a protector has learned how to maximize his abilities. Once per day, he can choose to enhance his battleground specializations for a full combat in one of the following ways:

    - Double the numerical bonus or penalty of an ability.
    - Double the duration of an ability. Cannot be applied to instantaneous effects.
    - Double the amount of targets of the ability.
    - Double the area of effect of an ability.
    Last edited by motionmatrix; 2012-02-02 at 02:58 PM.

  2. - Top - End - #2
    Dwarf in the Playground
     
    OldWizardGuy

    Join Date
    Jun 2008

    Default Re: [Pathfinder] New Base Class: the Protector {PEACH}

    Battleground Specializations

    Note: For purposes of Battleground Specializations, a foe/enemies is/are defined as a creature or group of creatures that pose a direct, immediate threat to the protector or someone under his protection.

    Compassionate Mercy: those who walk this path are battlefield medics first and foremost. This battleground specialization centers on the ability to help their harmed comrades and bring them back to battle readiness, with renewed vigor.

    Most of their abilities are powered from an inner font of positive energy. This font is filled through a link to the positive energy plane the protector develops, and infuses the protector as he goes about his life. In fact, protectors of Compassionate Mercy must have one Conjuration (healing) spell prepared in the top three spells levels they can cast each day to use the abilities it grants.

    Spoiler
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    Aura of life: You call on your soul to unleash a wave of white and yellow positive energy that infuses you and your allies, healing within a 30 ft radius centered on you. This healing is equal to 1d4 hit points for every protector level you have + Int modifier (add once, not per level). This ability cannot be channeled.

    Healing hand: Your hand begins to glow with a soft white light. Your touch suffuses the body of an ally with mending energy, healing for 2d4 hit points for every protector level you have plus your Intelligence modifier. You cannot use this ability on yourself. This ability cannot be channeled.

    Shared harm: You dramatically heal an ally in touch range for an amount equal to 4d4 hit points for every protector level. You take half of the total healing given as damage. Absorbing this damage is quite traumatic and you will be unable to heal your own wounds by any means for 1d4 rounds. Alternatively, you can use this ability preemptively, creating a link between you and the target. This link makes you share damage, taking half of the damage your target receives. Once the link is set, it works regardless of distance, but only on the same plane. This alternative use does not prevent you from healing either you or your linked ally through other means.

    Recall soul: As a full round action you separate your soul from your body as you lay your hands on your fallen friend, searching in nearby planes in hopes you can convince his soul to rejoin his body. You can attempt to resurrect a fallen ally, bringing them back with half hit points; the ally cannot have been dead longer than 1 round for every two protector levels you possess. Each round the ally is dead before you begin requires a full round from you searching for his soul in nearby planes, since the soul has more time to move further away. The separation from your body and soul takes its toll; harraging with the soul deals you 1d4 points of damage for every level (or HD, if applicable) your target has + 1d4 for every round you spent searching. This ability costs two battleground rounds to use, but regardless of how long it takes to use, it is not considered channeled (in fact, it cannot be channeled), therefore it only ever costs 2 battleground rounds. At 12th level this ability is considered the equivalent of the Raise Dead spell. At 17th it becomes the equivalent of a Resurrection spell.

    Mindswipe: You sense if anything is askew with your allies minds in a 30 ft. radius, and can choose to send a beam of positive energy to one of them, wiping clean one intrusion from his or her mind. You can choose to free one ally from one of the following effects: blinded, charmed, confused, cowering, dazed, dazzled, deafened, fascinated, frightened, panicked, paralyzed, shaken, staggered, or stunned. If the effect has a caster level equal to or higher than your protector level, you must roll a caster level check with a dc equal to 10 + the caster level of the spell to break the effect. You cannot channel this ability.

    Battlemind: you infuse an ally of your choice within 30 ft. with incredible combat prowess drawn from the positive energy plane. This energy lodges itself into both the brain and muscles of your ally, granting him the fighting expertise that is natural to the plane's creatures. Your ally gains an insight bonus to attacks, damage, and armor class equal to +1 for every 4 protector levels you have. Alternatively, the ally can choose to gain a specific feat. All prerequisites must be met to acquire the feat. Anyone who benefits from a feat that has per day charges using this ability cannot use this ability to gain another feat that has per day charges for 24 hours.

    Aura of respite: this aura infuses your allies, granting them peace of mind and allowing them to rest. You cannot use this ability in the midst of combat. This ability costs four Battleground rounds, takes 5 minutes, and has a 10 ft. aura that is the equivalent of eight hours of rest for those in it. Spellcasters still follow the 24 spell use rule (see Spellcasting and Resting, Corebook).

    Aura of regeneration: Filling the air with a white and yellow light, your allies begin to regenerate damage dealt to them. The regeneration provided by this aura is equal to your protector level. Limbs removed while this aura is active will reattach themselves when placed in contact with the body as long as the effects from this ability are still active. Alternatively, you can use this ability to reattach limbs that were severed when the aura was not in use. This use can only reattach limbs that were lost no more than 1 round for every 4 protector levels you have.

    Blood of Gods: you touch an ally, suffusing him with the positive energy of a demigod. This heals your ally of any ability damage and hit point damage, and removes any negative conditions (other than dead). It also grants him regeneration 15, a +5 divine bonus to attacks and damage (including any magical damage they may deal, applied once per spell only), and you can choose to automatically cast a spell you have prepared on the ally. Regardless of how many targets the spell would normally affect, it only affects the ally.


    Dynamic fortitude: There is energy everywhere, in many different forms, and to this protector, manipulating it and changing it to his needs is what he ultimately seeks. You learn to move energies within bodies, as well as those that surround us. You are the ultimate controller, directing all energies against foes and enhancing the ones your allies already have. A dynamic fortitude protector must eat constantly, at least every two hours the equivalent of a meal, as the energies they constantly shift include their own. If they fail to eat at a proper interval (or do not constantly eat throughout each two hour interval), they become fatigued. No effect can remove this fatigue until the protector has eaten enough food to sustain an average creature of his size and type for one day, which then resumes his normal two hour meal diet (but does not remove the fatigue itself). After four hours of being fatigued, the status changes to exhausted, and the amount of food that must be eaten first is double the average amount a creature of his size and type would need for one day. Even a ring of sustenance is not enough: his diet is slowed down to the normal rate for a creature of his size and type. A dynamic fortitude protector can voluntary discharge all his available BRs to negate the need to eat. Any negative status already affecting the protector will continue to run their course. Creatures that naturally do not eat either increase whatever method of energy consumption they have by the same ratio as above, or develop a method to consume food, the equivalent for a humanoid of their size, but still adding the increase as above.

    Spoiler
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    Transfusion: You lock into the life energies surrounding a foe's heart, and you attempt to sync with it. Doing so creates a purple and blue ray between you that allows you to drain him, reducing his health in the form of a -1 circumstance penalty to saving throws for every 3 protector levels. This energy is transferred as hit points to your allies within 15 ft. of the target, in the form of 1d6 hit points per 3 protectors levels. The healing effect occurs once regardless of how long the penalty may be suffered.

    Shift Strength: a red ray springs from your outstretched finger letting you perform a ranged touch attack to steal the strength from a foe, reducing all damage she deals by -2 for each level you have. You release this stolen energy around yourself, granting you and your allies within 15 ft. a bonus to damage equal to half of the penalty she received.

    Tap speed: you release a ray from your outstretched finger, this one yellowish and wrapped in what seems like lightning. This ranged touch attack attempts to tap into the energy of speed from a targeted foe. If you succeed, the enemy is under a slow effect. Meanwhile you may choose to take the energy into yourself or just act as a halfway point for the energy and give it to an ally. Whoever receives this energy becomes affected by a haste effect. This ability can be channeled as a swift action.

    Gravity's Weight: This ability creates a black point in space about a foot in diameter within close range. This black point is incredibly dense, drawing anything within 15 ft. of it, including air, light, and even slowing time. Those trapped within lose all actions while in the area of effect, albeit they get a reflex save as soon as they are affected and once again at the beginning of their turns. Successfully saving at any point allows a victim to move just outside the area. Any time the black point comes in contact with any living subject it turns all its drawing strength into the opposite, violently pushing away anything within 15 ft. Any that enter or begin their turn in the area must make a reflex save or be bull rushed towards the black point. If any living being comes into contact with the black point, it takes damage equal to 1d6 for every 5 ft. it was pulled this turn. Immediately after, any in the area of effect are bull rushed away from the black point. The black point has a CMB equal to your level + your intelligence modifier to all Bull Rush check and also has a +5 bonus to checks for every 5 ft. the target is closer to the black point; +5 at 15 ft, + 10 at 10 ft, +15 at 5 ft. If anyone cannot move outside of the 15 ft. radius as they are pushed away, e.g. because they are slammed into a wall, they receive 1d6 points of damage for every 5 ft. not traveled. At the beginning of the following turn after the black point changes direction, it once again reverses and begins the suction.

    Increase Weight: you target an ally, forcing his muscles and bones to grow thicker, making his body significantly heavier and denser. This grants him an enhancement bonus to his strength and constitution equal to half your protector level. He also receives damage reduction 2/slashing and +4 bonus to any checks made to resist being moved against his will for every five levels you posses. His weight is multiplied by your level. While under these effects, his movement speed is halved, and he cannot run. Alternatively, you can attempt to use this ability offensively, increasing an enemy's weight recklessly, instantly attempting to crush his internal organs with the sudden weight of the rest of his body. He takes 1d4 points of constitution damage, as his system is compromised, his bones and muscles many times heavier now. He receives a fortitude save for half damage. You cannot channel the offensive use of this ability.

    Speed Boost: You hasten a single ally to incredible speeds, making his body act faster than his thoughts. All of the target's movement speeds get an enhancement bonus of 30ft., he gains an enhancement bonus to initiative checks equal to your protector level and he gains extra standard actions (usable once per turn, before or after his normal turn) equal to 1 for every 4 levels you posses. Channeling this ability is a standard action. Channeling this ability does not grant more standard actions than those gained at the beginning of the use of this ability; only more available turns to use them. Your target may not combine the extra standard actions together. You may not use this ability on yourself. This ability does not stack with any other haste effects or extra action increases (including Commands).

    Gravity's hold: you reduce the hold of the earth upon yourself and your allies in long range, manipulating the natural energy fields that they all generate, using it to create an almost magnetic resistance toward the earth. This grants a bonus to acrobatic checks for purposes of jumps equal to triple your protector level. Distance traveled with jumps while under the effects of this ability is divided by four before it is counted against your normal maximum movement in a round.

    Transference: You tap directly into the life force of an enemy, draining the endurance with a vicious looking glossy black ray, dealing him 1d6 + int modifier damage for every 2 level you have. This energy is released around him in a 30 ft. radius as a bright multicolored spectacle. You also modify your allies auras within 30 ft. of the target allowing them to absorb the released energy to heal. This healing equals double the amount of total damage dealt, divided as you see fit amongst your allies.

    Tide Turn: You lock into the energy patterns of your targeted foe, and begin to shift all his converging energies with a ray of pure white light; everything from what is naturally found in his body to what he has absorbed on his time on the plane. Every other foe within 30 ft. of the target and you is also affected (fortitude save negates), as the energies bleed in multicolored cascades around both the target and you, who continue to be linked by the ray (bird's eye view: two circles connected center to center by a line, even if the circles touch/overlap). This reduces all the enemy's damage potential (including magical damage, even ability damage) by an amount equal to: 2 multiplied by the number of affected foes i.e. two enemies affected gives both -4, six enemies affected gives -12, etc. All of these displaced energies are transferred to all allies within 30 ft. of either the target or you. All damage potential of your allies increases by the same amount taken from your foes. The more foes that are affected by this ability, the more power you and your allies receive.


    Fetid ebbing: The powers of the negative energy flow freely through you. This grants you the ability to drain your enemies of their strengths while granting it back to your allies. Protectors who walk this path are usually dark, considering the path to victory lies in the ability to weaken foes by unleashing the power of the negative energy plane upon them. While Fetid Ebbing protectors are not necessarily evil themselves, they do draw some power from it. Good creatures will normally not come to the call of a Fetid ebbing protector, and therefore summon spells cast by this protector do not call any.

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    Dark Hold: you channel negative energy through your outstretched hand and aim it at a foe. As a ranged touch attack, you place a connection between the two of you, granting him a profane penalty to attacks equal to -1 for every three protector levels, minimum -1. Allies in a 30 ft. radius around you gain Fast Healing 1 for every three protector levels you posses, minimum 1.

    Shadow Strings: You drop a patch of viscous negative energy which grasps, slowing any down, giving them the entangled condition if they fail a reflex save. Even if they save, the area is still considered difficult terrain. This patch has a 30 ft. radius. Furthermore, any caught inside, take your Int modifier in negative energy damage each round.

    Blackout: filling your targeted foe's head with brackish light, you roll a ranged touch attack. Your foe receives a Fortitude save if you strike him, and is blinded if he fails. Furthermore, regardless if he saves or not, he takes a -1 morale penalty to attacks and damage for every five protector levels. Foes within 30ft of the target also receive this penalty, but do not run the risk of being blinded.

    Howl of midnight: You open the floodgates holding back your connection to the negative energy plane, unleashing upon your foes your darkest desires, draining their life. All enemies caught in a 30 ft. radius burst centered on you are stunned for one round and take damage equal to your protector level. Affected targets may roll a fortitude save for half damage and to negate the stun. At the same time, the protector directs the drained energy of his enemies to allies in the area. The amount of damage dealt equals the amount of damage healed by the protector, divided as he sees fit. If a target of this healing was killed within 1 round for every five protector levels you have, then he is returned to life his soul pulled back from the nether back into his body. Allies who are risen with this power suffer 1d6 Con damage upon returning, which may kill them again. This particular ability cannot be channeled and uses up four BRs to activate and also deals you 1d4 con damage if it brings someone back from the death. This is considered the equivalent of the Raise dead spell.

    Shroud of Darkness: You actively wrap shadows around all your allies in a 30 ft. radius, which constantly grasp at all of you as the area moves with you, new shadows filling in for others than won't reach anymore. You grant them concealment equal to 5% for every two protector levels you have. They also gain a +8 circumstance bonus to stealth checks. Channeling this ability only requires a swift action. Allies who leave the area of effect but return while it is being channeled reset their timer.

    Eyes of Terror: You draw forth a wave of panic in a 30 ft. cone in front of you. Any caught in the area must roll a Will save or become shaken. Any who save against this effect become immune to your particular use of this ability for 24 hours. Any already shaken who are in the cone must roll a Will save at the beginning of their turn. Failure to save causes the status effect to increase to the frightened condition. Any already frightened who are in the cone must roll a Will save at the beginning of their turn. Failure to save causes the status effect to increase to the panicked condition. This is a mind-affecting fear effect.

    Gorgon Gaze: rather than unleash a wave of fear, you've learned to fine tune the release of negative energy from you in order to terrorize one enemy within medium range, freezing him in his steps. This takes all of your concentration and therefore all of your actions, including immediate actions, albeit it is a standard action to initiate. If the target fails a Will save, he begins cowering, frozen in fear. At the beginning of the target's next turn, he gets a new will save in order to replace the cowering condition with the panicked condition, hopefully calming down enough to try to run away if he can. This continues with the frightened then shaken conditions, ending when the target saves against the shaken condition or after Int modifier in rounds after the protector stops channeling. If the protector stops channeling while the target is under any of the effects of this power, the power will run its natural course, continuing to offer a save every round for Int modifier in rounds. This is a mind-affecting fear effect.

    Black hole: you open a tear to the negative energy plane within close range, even if it is normally not possible to breach planar boundaries where you are located. This hole, no larger than a black dot free floating in the air, pulls in everything within 20 ft of it. Anyone caught in the area receive a reflex save in order to get out of the area of effect. Victims who fail their save begin to shift between the plane you are in (originating plane) and the negative energy plane as they are drawn closer to the fissure, eventually becoming incorporeal, their bodies turning into shadowstuff, making them intangible. As long as they are trapped by the pulling forces, they cannot affect nor be affected by those on your plane by conventional means. Every round inside the area moves all caught 5 ft. closer to the fissure. Each round, at the beginning of their round, each victim that is turning into shadows can roll a will save to literally will themselves back to the originating plane. Success brings them closer back to the originating plane and grants them a reflex save to try to move 5ft. away from the fissure. Any who actually reach the center are pulled into the negative energy plane completely, left to their own devices on how to get back.

    Revenant of Dark: You summon a servant of the dark to aid you within close range, it can only exist on the same plane as you. This Revenant possesses the equivalent of your base statistics, including saves, hp, modes of movement, etc. as he is a dark reflection of you, including your equipment. It possesses all of your fetid ebbing powers, but none of your other protector abilities, including spells, nor any magical effects your equipment may have. His unarmed attacks use all the statistics of a weapon of choice you carry, including your total attack bonus and damage at the time he was summoned, even the weapon's magical enhancements. He has as many battleground rounds to use as you had left when it was summoned. His battleground rounds used does not affect the amount of battleground rounds you have left to use (excluding what you spent to summon/channel the Revenant). Any spells you cast on yourself will automatically apply to your Revenant as well, regardless of distance. Spells cast on the Revenant, even by you, do NOT automatically apply to you as well.


    Force shields: when you walk in the shoes of a force shield protector, you are a proactive member of your entourage, placing fields of protective energy around those in your care. You reduce the ability of foes, environmental challenges, and traps to hurt them, eventually making them almost impossible to harm. Note that, as with other specializations, you cannot stack the same ability on a target. However, another force shield protector can place the same force shield abilities on the target as well; the abilities will join together, granting 100% of the most powerful ability +50% of all others. Unless otherwise specified, all your abilities have a 30 ft. radius, regardless of what the source of the area of effect is. Your Force Shield abilities last extra rounds equal to half your protector level.

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    Encapsulating field: a thinly woven cage of force grows around you or an ally in close range, encapsulating either of you in an almost impenetrable bubble. This bubble grants a +1 deflection bonus to Armor Class, +1 resistance bonus to Saving Throws, and damage reduction 1/- equal to your protectorl level. You may not rest while this power is active. This field works both ways; while it is on, everyone outside receives the same bonuses against attacks generated inside the bubble. At level four, and every four levels thereafter, you learn to encapsulate one additional ally with one use of this ability.

    Deflecting auspices: you wrap your ally in eldritch fields, which appear as translucent circles of various colours that actively shift in fluid smooth motions around her, coming together to stop attacks aimed at her. These fields grant DR/- equal to half your protector level. You cannot place this ability on yourself.

    Bolts of protection: As much as your eldritch protections help your allies, you are aware that even you must do something offensive on occasion, which you find easiest to do by altering the defenses you already have in place. This ability allows you to guarantee a hit when is critical. It can also give your allies some breathing space, distance being a great protection all its own. You stretch bolts of energy from a defensive spell or ability you casted/created to strike an enemy within close range of it. This includes spells such as mage armor, however the shield spell will automatically cancel any damage from this ability and prevent the knockback, and cannot be used to create these bolts either. A protector can creates bolts from more than one source spell or ability with a single use of this ability. You must be within medium range of the originator spell or ability. You can create a total number of bolts equal to 1 for every 3 levels you have, which strike unerringly for 1d4 + 1 points of damage. Alternatively, you may have any or all of the bolts attempt to knockback the target(s); the bolts attempt a bull rush against the target(s) in place of damage. Use your CMB to determine any of the bull rush checks. These checks receive a bonus equal to half your protector level + your int modifier. If successful the target is moved back as normal. The protector does not need to move with the target(s) if successful. Any bull rush attempts do not provoke an attack of opportunity. This ability may not be channeled.

    Insulating Bulwark: This translucent shield imposes itself before any elemental attacks targeting the ally you summon it for; it moves and shifts, stretches and expands to cover and protect. It changes color to match the element it is working against, however the bulwark can only change elements once per turn; whatever elemental attack the ally is targeted with first in the round is the protection the bulwark will offer for the round. The bulwark can protect against acid, cold, electricity, fire, and sonic effects. You cannot use this power on yourself. The elemental resistance given is equal to your protector level + your int modifier.

    Captivating Orb: You send a dense, impossible to penetrate field of force at an enemy; this clear sphere is difficult to see and travels incredibly fast trying to expand and wrap itself around the target, who gets a reflex save with a -4 penalty to avoid it. If he fail this save, he is encased in the orb which wraps around him in a flash; the orb is immobile, and the target cannot affect anyone outside, regardless if he has line of sight through the clear encasement. The target can use powers on himself, as he can still move inside the sphere, which gives him no more than a foot of space in any given direction.

    Dispersion sphere: you create a large bubble that emanates from you, stretching out in bright warm colors to protect all allies in its 60 ft. radius. While active, the dispersion sphere gives all allies within increased defense, receiving a +1 deflection bonus to armor class, +1 circumstance bonus to saving throws, and (acid, cold, electricity, fire, and sonic) resistance 3 for every 5 levels you possess. Bonuses from this ability stack with other effects you create, even if they normally don't. You may channel this ability as either a swift or move action, allowing you to channel more than one Force Shield ability at the time.

    Time lock: You infuse an ability of your Force Shield battleground specialization, super charging it rather than creating a new one. Doing so increases its remaining duration, making it last minutes rather than rounds. Time lock does not stack with itself; you cannot time lock an ability that was previously time locked. You may only have one ability Time locked at a time for every 5 protector levels you have. If the ability you want to Time Lock is targeting an enemy, the enemy can roll a reflex save attempting to warp the original effect enough to disrupt your infusion, which prevents you from time locking the first ability. This ability cannot be channeled.

    Repulsion bomb: You pick one of your Force Shield abilities, which can include one you are currently channeling as the use of this ability will not interrupt it, and begin to expand it, knocking down any enemies on its 30 ft. radius growth, and stunning them for one round as well. Enemies get a reflex save to avoid being stunned. This ability affects your other abilities; it cannot be used by itself, and it cannot be channeled. The originating ability used to create the bomb continues to function even during this ability's effects.

    Force Bubble: You create a large bubble which protects all allies inside. This bubble is a 60 ft. radius area that has a blue translucent sheen, and can be seen by the naked eye from miles away. While active, it keeps all foes at bay (as per the repulsion spell, centered on you), and gives all your allies damage reduction 1/- per level, plus grants spell resistance equal to 10 + your protector level against enemy spells and effects. Damage reduction from this ability stacks with other effects, even if it normally doesn't. You may channel this ability as either a swift or move action, allowing you to channel more than one Force Shield ability at the time.


    Heated Halo: Learning to harness the power of heat, both the one granted by the life giving sun as well as the destructive force of a volcano, this protector inflicts all kinds of effects upon those who stand against her' friends. She manipulates heat, draining it or increasing it, both around herself and in specific subjects. This allows the protector to enhance her allies or burden her foes. Note that resistance or immunity to fire does not actually protect any targets from effects from this battleground specialization (unless it specifies fire damage), but does grant them an automatic +4 bonus to any saves against them.
    Heated halo protectors receive a -4 to saves versus cold effects.

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    Intense aura: You can use an intensely hot aura to heal some of your wounds, the warmth speeding up your natural regenerative functions, as well as the wounds of your group. Openings begin to mend naturally, bones reinsert and bond together, the body healing itself just much more rapidly. This ability has a 15 ft. radius surrounding you, so your allies need to be near you if they wish to be affected. You can heal 1d6 hit points for every 2 levels you have. Furthermore, if any affected are under the effects of a poison or disease (natural or otherwise), they can roll a new saving throw with a +4 bonus to attempt to end the effects. This ability does not restore any effects of the disease or poison (such as ability damage). This bonus also applies for any poison or disease saving throws while under the effects of the Intense aura. Lastly, intense aura combats the effects of hypothermia, acting as an endure elements spell in cold weather.

    Infectious blisters: You make your target's skin sprout blisters across his body, especially in areas of high movement, such as under his arms, as well as between his thighs. This creates an incredibly painful and uncomfortable experience that spreads to his nearby allies within 15 ft. making it difficult for them to attack or defend themselves. For every 2 protector levels you have, your target will suffer a -1 circumstance penalty to attacks and to armor class, and a -10 ft penalty to all movement speeds. A fortitude save will drop this penalty by half and halve the lingering effect duration. Exiting the area of effect starts the lingering effect of this ability.

    Warm up: You increase the warmth inside all your allies bodies within 30 ft. making their muscles lose and ready for movement. This gives them an enhancement bonus to their land speed by 30 ft. It also grants them an extra attack with each weapon they have as part of a full attack action, and gives them a +2 dodge bonus to armor class. Affected allies metabolisms are increased so much that they gain a +4 bonus against sleep, grapple, and immobilization effects. When this ability runs its course, all affected become fatigued for 1d10 rounds.

    Enervating field: you target a single foe, whose body begins to overreact as you actively spike and drop his body temperature. All foes in a 45 ft. radius around him are affected as well. This ability weakens the target and his allies, dropping their armor class by 1 and elemental resistances to fire and lightning by 5 for every level you possess. The original target may negate it with a Fortitude save, albeit if he does not, all others affected can only roll a fortitude save for half (round up).

    Rise of a Phoenix: using a concentrated burst of heat, you can revive a fallen ally, electrifying his heart, and turn him into a killing machine. The ally gains a +2 morale bonus to attack and damage per protector level as well as an extra attack for each full round attack action he takes at his full base attack bonus; his next turn starting as soon as yours finishes. The entire experience is very taxing on the ally's body, and he will lose all of the above benefits in 1d6 rounds. Once this period is over, the ally is severely weakened receiving the previous benefits as penalties instead. He also loses one attack per turn, as well as taking 1d6 points of damage per hit die he has, and gains the fatigued condition. You can use this ability on an ally that was fallen no longer than one round per four levels you posses. This concentrated burst of heat leaves you exhausted (even if you are immune to fire), and uses up three rounds of Battleground rounds. This is considered the equivalent of the Raise dead spell.

    Lingering heat: you methodically raise the heat in a 40 ft. radius within close range, increasing the ambient heat radiated by the ground and air. This reduces speeds by half and deals 2d6 + int modifier points of fire damage each round. Those affected can roll a reflex save to negate the speed penalties.

    Choking cloud: You generate a toxic gas cloud around yourself, stemming from your ears, mouth, nose, eyes, and various pores. Any in the 15 ft. radius around you or who enter it are blinded as long as they remain in it and must roll a fortitude save each round or choke, giving them the nauseated condition. You are immune to these effects, and can choose to make up to your int modifier worth of targets immune as well. Any affected that exit the area lose the blinded and nauseated conditions at the end of their turn.

    Firefall: when an ally falls below 0 hit points or is killed within close range of you, you can activate this power as an immediate action to extract from his body its remaining heat and draw forth his ally's vengeful rage releasing it for a massively hot 15 ft. radius burst centered on the body. This burst deals fire damage equal to 1d6 for each hit die of the dying ally. Your dying ally, of int 3 or higher, can choose to make this 4d6 points of damage per hit die instead. This ability is difficult to avoid; Fire Resistance against this ability is halved, fire immunity becomes resistance 20, and evasion and improved evasion do not work against it. A reflex save with a -2 cumulative penalty for every 5 ft. from the center is possible to reduce the damage by half, except for whoever dealt the last/killing blow; he gets no save. Your ally's body is unharmed by the process, however if the fallen ally chooses to enhance the damage he goes from dying to slain, and can only be brought back with Resurrection magic or more powerful effects. Allies that are already slain when you use this ability can choose to enhance the damage as well.

    Thermocouple: you unleash a massive amount of heat from your body, which is absorbed by your arms, and then re-released through your hands as an electric pulse in a 30 ft. cone in front of you. This pulse can affect all metallic mechanical objects in its path (as long as metal is a significant part of the machinery), and is even powerful enough to affect the thoughts of those in its wake. It will deal 2d8 lightning damage per level, make all living targets in its path exhausted, and will turn off any regeneration for 2d12 rounds. Victims receive a fortitude save for half damage, and a will save to negate the exhausted condition. Anyone wearing a lot of metal, such as armor or items made of metal on their head/neck (including helms, circlets, amulets) receive a +3 bonus to their save, respectively.


    Storm soul: You've yearned your whole life to be amidst the chaos of storm and tempest; to taste the raw power of wind and water. The thought of flying into a cyclone, or swimming in a tsunami is what you would call a good afternoon. To your enemies however, the power of weather is nothing to trust or desire, for you will unleash its devastating fury upon them. This connection to the storm constantly changes you. Each morning, you can choose one of the following: Electricity Resistance 5, Sonic Resistance 5, or immunity to any perception penalties or blinding effects because of weather (natural or otherwise). Just like the weather, you are temperamental. Any effects that relate to emotion are more likely to affect you, since you receive a -6 will saving throw penalty for any compulsion spells or effects. You can also choose to be immune to any effects that you call yourself from this battlefield specialization.

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    Gale winds: you create invisible walls of wind in a 40 ft. cone before you, which forces the wind to concentrate into the path and deal 1d4 points of bludgeoning damage for every protector level you have to any caught in it, and potentially knocking them back as well. The gale winds have a CMB to bull rush equal to your level + your int modifier. The protector does not need to move with the target(s) if successful. Any bull rush attempts do not provoke an attack of opportunity.

    Oxygenate: you saturate the air around a targeted ally, which begins mending his wounds for 1d6 hit points per level. The oxygen boost grants a bonus to saves vs. sleep, stun, and energy drains equal to half your protector level. You may not use this ability on yourself.

    Snow storm: you chill the water in the air surrounding you in a 50 ft. radius, slowing down all enemies to half speed and reducing their full attacks down by one (to a minimum of one, determined by the dm). The torrential winds of the snow storm are strong enough to batter flying foes, forcing them to land within the area, and giving them a -20 to any fly checks and making it hard for normal ranged attacks to succeed, with a -1 penalty per two levels to ranged attacks.

    Steamy mist: you hide yourself and your allies within a 30ft bank of fog that is centered on you. This makes you and your allies harder to see and hear, with a +8 circumstance bonus to stealth checks, and grants you all a miss chance equal to 4% per protector level, capped at 50% at level 13. It also reduces any fire, cold, or electricity damage you take by 2 for each protector level you have. You and your allies can see through your own steam, albeit allies take a -4 to perception checks. Note that a fog bank in the middle of wrong conditions may still stand out even if you and your allies do not.

    Freezing rain: you summon storm of freezing raindrops and small hail stones within close range, in a 30 ft. radius. The rain deals 1d4 cold damage and 1d4 bludgeoning damage at the beginning of each of your turns, and places a slow effect on any caught inside. Each round the rain gets worse, making it harder to resist the cold, increasing the damage die by one step. Anyone attempting to move in the area must roll a reflex save or acrobatics check (same DC as save) or fall prone. Those inside receive a -10 to perception checks, and cannot discern in what direction they are moving (pick randomly). Flying in the area receives a -15 to the check. Channeling this ability allows you to move the area up to 30 ft. per turn. You may choose to spend an extra BRs to summon a lightning charge inside the storm, allowing you to call down your protector level worth of lightning bolts. These bolts deals 1d6 + int modifier lightning damage. Lightning bolts can only be used within the freezing rain, and are negated with a reflex save. You can choose to use however many lightning bolts you want as part of a standard action on subsequent rounds after the storm has been charged, or on the round the storm was charged if you did not move the storm that round.

    Hurricane: you call upon nature's wrath, and summon a hurricane in the sky above you, staying centered on you. The wind and rain from this concentrated storm (100ft radius, wind speed 150+ mph) reduces the range of any ranged attacks used within or entering it to only one range increment, and makes it almost impossible to use (-20 to ranged attacks). Those caught inside receive a penalty to melee attacks equal to half your protector level. The massive winds from this storm continuously push anything away from you at the end of your turn, bull rushing them away. The hurricane has a cmb check equal to your protector level + your int modifier. As a standard action you can direct the winds to pick up debris and hurl it as a ranged touch attack, dealing 3d10 points of bludgeoning damage to the target if you succeed. For every four protector levels you possess, you may hurl one more chunk of debris per round as part of the standard action.

    Thunder clap: you call forth a tremendous thunder clap in a 60ft cone before you as you violently bring your arms together to generate it. This cacophonous sound dazes all that fail a fortitude save for one round. Regardless if they save or not, they are also deafened.

    Tornado: a funnel of wind, cloud, and debris forms within medium range of your location. It is 60 ft. tall, with a 10 ft. by 10 ft. wide (4 squares) mouth (the ground touching side), while the tail (top end) is 60ft wide. You may have the tornado chase down your foes, tossing them into the air and hurling them great distances. As long as the tornado has space to move, it must move at least 30 ft. per round, up to a maximum of 60 ft. This movement does not have to be in a straight line, but cannot touch a square it previously traveled this turn. If at any point anyone shares a space with the mouth, he must make a reflex save or get picked up by the tornado. This automatically makes them nauseated, as well as flings them in a random direction from the top, dealing them 10d6 points of damage between the debris inside the tornado and the falling damage. The direction they are thrown in is random (as a thrown object), and they travel their unresisted damage worth of feet. A fortitude save negates the nauseated condition and halves the damage dealt (but does not reduce distance traveled). Creatures with flying receive a +5 bonus to this save, as they can somewhat control how hard they get manhandled and thrown around. This ability does not actually last like normal battleground specializations; it cannot be channeled and does not have a lingering effect.

    Lightning storm: You summon a dark cloud of monumental proportions above you. This lightning storm stays around you and strikes any foe that moves towards you within 50ft. Lightning from this storm can knock down and damage foes, dealing 1d4 points of lightning damage per level and tripping all that it strikes. A reflex save negates the damage and the trip. The lightning bolt must roll a cmb check (your protector level + int modifier) for the trip if it strikes. Every round this storm is channeled, you can choose to call down another bolt for every three levels you posses. The action to use these bolts are part of channeling this ability, which is a full round action. These bolts can only strike a target in the storm. This ability costs two BRs to activate, and one BRs to channel each round.


    Protector spell list

    The protector cannot cast any spell marked with an asterisk on himself.

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    O level protector spells

    Create water
    Detect magic
    Guidance
    Light
    Mending
    Message
    Purify food and drink
    Read magic
    Resistance
    Stabilize
    Touch of fatigue
    Virtue

    1st level protector spells

    Alarm
    Bless
    Bless weapon
    Comprehend languages
    Cure light wounds
    Deathwatch
    Divine favor*
    Endure elements
    Enlarge person
    Entropic shield
    Expeditious retreat
    Feather fall
    Jump
    Longstrider
    Mage armor
    Magic fang
    Magic weapon
    Pass without trace
    Protection from chaos/evil/good/law
    Reduce person
    Remove fear
    Sanctuary
    Shield
    Shield of faith
    Summon monster I

    2nd level protector spells

    Aid
    Align weapon
    Alter self
    Barkskin
    Bear's endurance
    Blur
    Bull's strength
    Cat's grace
    Cure moderate wounds
    Darkvision
    Delay poison
    Eagle's spendor
    False life
    Fox's cunning
    Heroism
    Invisibility
    Levitate
    Make whole
    Misdirection
    Obscure object
    Owl's wisdom
    Protection from arrows
    Rage
    Remove paralysis
    Resist energy
    Restoration, lesser
    Rope trick
    Shield other
    See invisibility
    Spider climb
    Status
    Summon monster II
    Undetectable alignment
    Whispering wind

    3rd level protector spells

    Beast shape I*
    Blink
    Create food and water
    Cure serious wounds
    Dispel magic
    Displacement
    Flame arrow
    Fly
    Good hope
    Haste
    Invisibility purge
    Invisibility sphere
    Keen edge
    Magic circle against chaos/evil/good/law
    Magic vestment
    Magic weapon, greater
    Neutralize poison
    Nondetection
    Prayer
    Protection from energy
    Remove blindness/deafness
    Remove curse
    Remove disease
    Summon monster III
    Tiny hut
    Tongues
    Water breathing
    Water walk

    4th level protector spells

    Air walk
    Beast shape II*
    Cure critical wounds
    Death ward
    Elemental Body I*
    Enlarge Person, Mass
    Freedom of movement
    Globe of invulnerability, lesser
    Invisibility, greater
    Magic fang, greater
    Planar ally, lesser
    Reincarnate
    Reduce person, mass
    Restoration
    Secure shelter
    Spell immunity
    Summon monster IV

    5th level protector spells

    Animal growth
    Beast shape III*
    Break enchantment
    Breath of life
    Cure light wounds, mass
    Disrupt weapon
    Dream
    Elemental Body II*
    Heroism, greater
    Mage's faithful hound
    Mage's private sanctum
    Mislead
    Overland Flight
    Plant Shape I*
    Raise dead
    Seeming
    Spell resistance
    Stoneskin
    Summon monster V
    Telepathic bond

    6th level protector spells

    Bear's endurance, mass
    Beast shape IV
    Bull's strength, mass
    Cat's grace, mass
    Cure moderate wounds, mass
    Dispel magic, greater
    Eagle's splendor, mass
    Elemental body III*
    Flesh to stone
    Forceful hand
    Form of the dragon*
    Fox's cunning, mass
    Globe of invulnerability
    Guards and wards
    Heal
    Heroes' feast
    Holy sword
    Owl's wisdom, mass
    Plant shape II*
    Summon monster VI
    Veil
    Wind walk

    7th level protector spells

    Cure serious wounds, mass
    Elemental body IV*
    Forcecage
    Form of the dragon II*
    Giant form I*
    Grasping hand*
    Invisibility, mass
    Mage's magnificent mansion
    Plant shape III*
    Regenerate
    Restoration, greater
    Resurrection
    Spell turning
    Statue
    Summon monster VII

    8th level protector spells

    Animal shapes
    Clenched fist*
    Cloak of chaos
    Cure critical wounds, mass
    Form of the dragon III*
    Giant Form II*
    Holy aura
    Iron Body
    Mind blank
    Moment of prescience
    Protection from spells
    Shield of law
    Spell immunity, greater
    Summon monster VIII
    Unholy aura

    9th level protector spells

    Crushing hand*
    Freedom
    Elemental swarm
    Foresight
    Gate
    Heal, Mass
    Mage's disjunction
    Shapechange*
    Summon monster IX
    Time stop
    True resurrection


    Battleground Specializations spell lists

    Spoiler
    Show
    Compassionate Mercy Spells
    1-Cure Moderate Wounds
    Endure Elements
    2-Cure Serious Wounds
    Resist Energy
    3-Cure Critical Wounds
    Protection from Energy
    4-Cure Light Wounds, Mass
    Restoration
    5-Cure Moderate Wounds, Mass
    Spell Resistance
    6-Cure Serious Wounds, Mass
    Restoration, Mass
    7-Cure Critical Wounds, Mass
    Regenerate
    8-Heal, Mass
    Spell Resistance, Mass
    9-Regenerate, Mass
    Miracle

    Dynamic Fortitude Spells
    1-Expeditious Retreat
    Jump
    2-Death Knell
    Resist Energy
    3-Haste
    Slow
    4-Freedom of Movement
    Rainbow Pattern
    5-Righteous Might
    Telekinesis
    6-Antimagic Field
    Disintegrate
    7-Project Image
    Reverse Gravity
    8-Prismatic Wall
    Antipathy
    9- Energy Drain
    Mage's Disjunction

    Fetid Ebbing Spells
    1-Ray of Enfeeblement
    Bane
    2-Blindness/Deafness
    Scare
    3-Ray of Exhaustion
    Bestow Curse
    4-Enervation
    Fear
    5-Magic Jar
    Inflict Moderate Wounds, Mass
    6-Eyebite
    Harm
    7-Circle of Death
    Inflict Serious Wounds, Mass
    8- Finger of Death
    Inflict Critical Wounds, Mass
    9-Energy Drain
    Soul Bind

    Force Shields spells
    1-Mage Armor
    Entropic Shield
    2-Resist Energy
    Shield Other
    3-Nondetection
    Protection from Energy
    4-Death Ward
    Wall of Thorns
    5-Spell Resistance
    Wall of Stone
    6- Globe of Invulnerability
    Wall of Force
    7-Spell Turning
    Wall of Iron
    8-Prismatic Wall
    Protection from Spells
    9-Prismatic Sphere
    Temporal Stasis

    Heated Halo Spells
    1-Faerie Fire
    Produce Flame
    2-Heat Metal
    Pyrotechnics
    3-Daylight
    Flaming Sphere
    4- Fireball
    Divine Power
    5- Flame Strike
    Wall of Fire
    6-Elemental Body III (Fire only)
    Fire Seeds
    7-Fire Storm
    Sunbeam
    8-Delayed Blast Fireball
    Sunburst
    9-Elemental Swarm (Fire only)
    Meteor Swarm

    Storm Soul Spells
    1-Obscuring Mist
    Shocking Grasp
    2-Protection from Energy
    Wind Wall
    3-Call Lightning
    Sleet Storm
    4-Lightning Bolt
    Wall of Ice
    5-Call Lightning Storm
    Ice Storm
    6-Cone of Cold
    Freezing Sphere
    7-Chain Lightning
    Control Weather
    8-Polar Ray
    Whirlwind
    9-Elemental Swarm (Air only)
    Storm of Vengeance
    Last edited by motionmatrix; 2012-02-04 at 12:46 AM. Reason: added battlefield specialization spell lists

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    Default Re: [Pathfinder] New Base Class: the Protectorate {PEACH}

    reserved for feats

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    Daemon

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    Default Re: [Pathfinder] New Base Class: the Protectorate {PEACH}

    A table. You need it.
    Prestige Bard, updated for Pathfinder.

    Revamped Spell Resistance system, for use with Spell Points/Psionics.

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    Default Re: [Pathfinder] New Base Class: the Protectorate {PEACH}

    I have one, but its not compatible. I don't know how to make one for the forum.

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    Default Re: [Pathfinder] New Base Class: the Protectorate {PEACH}

    Last edited by Hazzardevil; 2011-11-02 at 06:10 PM.
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    Default Re: [Pathfinder] New Base Class: the Protectorate {PEACH}

    yea I just found it, (I don't have time to fix it right now) It will be fixed by tomorrow hopefully, when I have time to figure it out.

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    Default Re: [Pathfinder] New Base Class: the Protectorate {PEACH}

    Okie, tables are up (sorry about that) so please PEACH away.

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    Default Re: [3.5/Pathfinder] New Base Class: the Protectorate {PEACH}

    Added Battlefield specialization spell lists

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    Default Re: [3.5/Pathfinder] New Base Class: the Protectorate {PEACH}

    can someone please peach? =(

    I just want opinions from someone else other than my group.

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    Default Re: [3.5/Pathfinder] New Base Class: the Protectorate {PEACH}

    Quote Originally Posted by motionmatrix View Post
    can someone please peach? =(

    I just want opinions from someone else other than my group.
    1. The class description is too long. Way too long, and it's tedious just to look at it. The very least you can do is to use some more newlines, encapsulate things into spoilerblocks in an orderly fashion (including inner spoilers if necessary) and bold/underline/italic so it would be reasonably easy to find the various class abilities (and arrange them in order, for heaven's sake).

    2. The class seems way too powerful and versatile. With it around, I see no reason to regard any other spellcaster (unless there's a hidden clause somewhere in its long & tedious description that limits it in a way that othere spellcasters are not limited).

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    Daemon

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    Default Re: [3.5/Pathfinder] New Base Class: the Protectorate {PEACH}

    A protectorate is a state which is under the protection of a different state. It's not an individual, and it's not the one doing the protecting.

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    Default Re: [3.5/Pathfinder] New Base Class: the Protectorate {PEACH}

    the name is a stretch, but it is ultimately about protecting. which is what it is all about. If you have a better name in mind, please tell me so.

    As to the length, I agree, it is long. Any base class with unique abilities will be, take the oracle as an example. But I will look into how to set up the spoilers and whatnot.

    The protectorate cannot cast any personal spells on themselves unless its a buff to ac or saving throws. They are literally useless without someone to buff. That is supposed to be their weakness. And unless you happen to play with a group of people who all choose to coordinate exactly as the protectorate calls it, the great potential of the class drops.

    The class is self defeating because it ultimately depends on others to function. And from personal experience, you will never have 100% cooperation 100% of the time. I figured that was the big balance.

    And its a MAD class too.

    Either way, please tell me what needs to be toned down. I wrote this while I was at the hospital on morphine going crazy because I was stuck to a bed. This is my second attempt at putting up anything original online.

    Also remember that it was written with the power level of pathfinder in mind.

    So I apologize, I was in some crazy pain and medication.
    Last edited by motionmatrix; 2011-11-12 at 11:17 AM.

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    Default Re: [3.5/Pathfinder] New Base Class: the Protectorate {PEACH}

    OKay, I browsed through this and was shocked at the length of the ability descriptions. Then I realized half of the text here are from the different Battlefield Specializations. As a tip, you might want to remove them all from the main descriptions and put them in after the whole class descriptions, kinda like a separate section, or an appendix. You could label it with Battlefield Specializations in bold and in a huge font size, then enumerate all the different specializations, with the different abilities gained spoilered and the names of said abilities either italicized or bolded, like so:


    Battleground Specializations

    Compassionate Mercy

    Those who walk this path are battlefield medics first and foremost. All of their battleground specialization centers on the ability to help their harmed comrades and bring them back battle hardened, ready to defeat the opposition. Most of their abilities are powered from an inner font the protectorate has. This font is filled through a link to the positive energy plane, which infuses the protectorate as he goes about his life. In fact, protectorate of Compassionate Mercy must have prepared one healing spell of every spell level they can prepare each day.

    Spoiler
    Show
    Aura of life: You call on your soul to unleash a wave of white and yellow positive energy that infuses you and your allies, healing within a 30 ft radius. This healing is equal to 1d4 modifier in hit points for every protectorate level you have.

    Healing hand: Your hand begins to glow with a soft white light. Its touch suffuses the body of an ally with mending energy, healing for 2d4 hit points for every protectorate level you have plus your Intelligence modifier. You cannot use this ability on yourself.

    Shared harm: you dramatically heal an ally in touch range for an amount equal to 4d4 hit points for every protectorate level you have. You take half of the healing given as damage. Absorbing this damage is quite traumatic and you will be unable to heal your own wounds by any means for 1d4 rounds. Alternatively, you can use this ability preemptively, creating a link between you. This link makes you both share damage, each taking half of the damage the other receives regardless of distance, but does not prevent you from healing either you or your linked ally.

    Recall soul: as a full round action you separate your soul from your body as you lay your hands on your fallen friend, searching in nearby planes in hopes you can convince his soul to rejoin his body. You can attempt to resurrect a fallen ally by bringing them back with ½ hit points; the ally cannot be dead longer than 1 round for every 2 protectorate levels you posses. Each round the ally was dead requires a full round from you searching for his soul. Doing this takes its toll on your body; harraging with the soul deals you 1d4 points of damage for every level (or HD, if applicable) your target has + 1d4 for every round you spend searching. This ability costs two battlefield rounds to use, but regardless of how long it takes to use, it is not considered channeled, therefore it only ever costs 2 battlefield rounds. At 12th level this ability is considered the equivalent of the Raise Dead spell. At 17th it becomes the equivalent of a Resurrection spell.

    Mindswipe: when you use this ability, you sense if anything is askew with your allies minds, and can choose to send a wave of neutral thoughts on a beam of positive energy, wiping clean intrusions from his or her mind. You can sense and choose to free an ally within 30 ft. from any of the following effects: blinded, charmed, confused, cowering, dazed, dazzled, deafened, fascinated, frightened, panicked, paralyzed, shaken, staggered, or stunned. If the effect has a caster level equal to or higher than your protectorate level, you must roll a caster level check with a dc equal to the caster level of the spell to break the effect.

    Battlemind: you infuse an ally of your choice within 30 ft. with incredible combat prowess drawn from the positive energy plane. This energy lodges itself into both the brain and muscles of your ally, granting him the fighting expertise that is natural to the plane's creatures. Your ally gains an insight bonus to attacks, damage, and armor class equal to +1 for every 4 protectorate levels you have. Alternatively he can choose to gain a specific feat, even if he does not have the prerequisites feats for it (but not any other prerequisite, such as base attack bonus or caster level).

    Aura of respite: this aura infuses your allies, granting them peace of mind and allowing them to rest. You cannot use this ability in the midst of combat. This ability costs four Battleground rounds, takes 5 minutes, and has a 10 ft. aura that is the equivalent of eight hours of rest for those in it. Anyone that receives the benefits of this aura becomes immune to it for three days.

    Aura of regeneration: filling the air with a white and yellow light, your allies begin to regenerate damage dealt to them. The regeneration provided by this aura is equal to your protectorate level. Limbs removed while this aura is active will reattach themselves when placed in contact with the body as long as the effects from this ability are still active. Alternatively, you can attempt to use this ability to reattach severed limbs when the aura was not in use. You direct it to the target rather than creating a field; the limbs can only be reattached within 1 round for every 4 levels you have.

    Blood of Gods: you touch an ally, suffusing him with the positive energy of a demigod. This heals your ally of any ability damage and hit point damage, and removes any negative conditions (other than dead). It also grants him regeneration 15, +5 divine bonus to attacks and damage (including any magical damage they may deal, applied once per spell only), and grants him the use of a previously used ability or spell slot (once).


    Dynamic Fortitude

    There is energy everywhere, in many different forms, and to this protectorate, manipulating it and changing it to his needs is what he ultimately seeks. You learn to move the energies within bodies, as well as those that surround us. You are the ultimate controller, directing all energies against foes and enhancing the ones your allies already have. All dynamic fortitude protectorate must eat constantly, at least every two hours if its regular food, as the energies they constantly shift include their own, or they become fatigued. Once fatigued, after resting the protectorate must eat within four hours or become exhausted. Even a ring of sustenance on a Dynamic fortitude protectorate is not enough: he will still need to eat as a normal person without one.

    Spoiler
    Show
    Abilities here: plus descriptive text




    or something to that effect. It really shortens the text and improves readability, which is very important especially when you want others to make comments on your work. My two cents.

    EDIT: Ninja'd! It looks better now. However it still looks better to have them all put in a separate place, like in your second post. Your class ability descriptions in the first post, and an appendix of sorts for those abilities that have lots of information, such as the Battlefield specializations and spell list on second post.
    Last edited by GuyFawkes; 2011-11-12 at 11:23 AM.

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    OldWizardGuy

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    Default Re: [3.P] New Base Class: the Protectorate "I want to protect you ^.^"{PEACH}

    Okie, I think that is a lot cleaner. I hope its easier to read. I also filled in the table more, so the class makes a bit more sense at a glance.

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    Default Re: [3.P] New Base Class: the Protectorate "I want to protect you ^.^"{PEACH}

    I was considering removing the spells from the Battlefield specialization from the base class, so there is no overlap. It means only the healing BS (Compassionate Mercy) would have the cure spells, for example.

    Does that help? Is there some stuff that could be changed into feats perhaps? Anything I am missing that should be here.

    I am not sure Polyglot makes sense as it is now that I look at it, any ideas?

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    Default Re: [3.P] New Base Class: the Protectorate "I want to protect you ^.^"{PEACH}

    It looks much much better now. Okay I will try to give a critique, but as I am not really good with balance, much more with PF, it will be more on the fluff consistency and formatting.

    Okay, here goes:

    BAB: okay, so he's really a full caster
    HD: Most full casters have d4, d6 in PF.
    Skill points: I recommend this to be at 2, like most casters. Or what class specifically are you trying to balance this against?

    For the abilities, you should put the ability type with the name, if they are extraordinary, supernatural, or spell-likes.

    Weapon and Armor Proficiency: A Protectorate is proficient with all simple weapons. A Protectorate is also proficient with light armor and Medium armor, as well as shields.
    Okay, nothing wrong that I can see here.

    Spells: *snip*
    Does the class also get bonus spells per day from wis? Also, why wis? When all his other abilities key off int?


    Polyglot: protectorate travel so extensively, with so many different races, that they pick up a knack for languages. Protectorates are not barred from taking any language they desire, assuming they can find a way to learn (a teacher, books, immersion in the language/civilization, etc).
    Everyone travels. That's what PCs do. Why should this class be different? For what reasons should he learn other languages? You should justify that. Also, how does he actually do this mechanically? What are the requirement? How long does learning a language take? etc.

    Commands: The Protectorate is in constant vigilance in the midst of combat. Most protectorate learn very early to see everything around them; their senses are at their most powerful when they are surrounded by friend and foe, ever ready to action. This ability grants them the use of one extra immediate action per turn.

    This grants them the ability to direct others, and assist them in combat by granting them extra movement. The protectorate uses "Command charges" to so. Every day he has enough Command charges equal to his levels of Protectorate plus his Int modifier.

    Commands may be used either as a standard action or an immediate action. If used as a standard action, when applicable, it lasts for 1 minute per level of the Protectorate. If used as an Immediate action, when applicable, the bonuses granted last only 1 round per Protectorate level. Commands have a reach of close range. No target can receive the benefit of a Command more than once per turn.
    I can understand the fluff behind this ability, as well as the bonuses they can confer to his allies, advising them how to do things more efficiently. However, I can't quite grasp how advising one can give them the ability to fly.

    Battleground Specialization: while every Protectorate share Commands, each Protectorate chooses to walk a different path from others. Some learn to use negative energy to hinder foes and help allies, while others call upon the power of the weather to see them through battles. The first ability is available at 2nd level, while the rest become available in order every two levels after; 4th, 6th, etc.

    A protectorate can use these abilities for a total number of rounds per day equal to his level + his int modifier; these rounds are known as Battleground Rounds (shorthand BR). Unless otherwise stated, any area of effects have a 30 ft. radius.

    All Battleground specialization abilities are based on Intelligence, and if they require a DC it is equal to 10 + ½ protectorate level + intelligence modifier. All of these abilities are a standard action that can be channeled; a protectorate decides whether he will continue to use an ability round after round, unless a specific ability says otherwise. Channeling an ability is a move action, unless otherwise stated. Channeling and ability costs one battleground specialization, unless otherwise stated.

    Any abilities the protectorate channels may be interrupted, requiring a concentration check (dc = 10 + damage taken + half the protectorate level). Any effects from battleground specialization, unless otherwise stated, have lasting effects for Int modifier in rounds after the protectorate uses them or stops channeling them. Entering an area of effect from a protectorate ability that was previously exited will reset the timer on any already under its effects.

    All battlefield specialization abilities are considered Supernatural (Su).
    This is quite good, giving diversity for the class. I haven't read the individual specializations, so comments on them would have to wait. However, this doesn't state how many specializations you can get. I'm sure it's just one but you have to state that outright.

    Combatlink: The last defining ability that makes a protectorate who he is the knowledge that information is power. Because of this, protectorate begin to act as a "spider brain" he begins to link with others, creating invisible connections amongst all of them. These connections cannot cross planar boundaries. A protectorate decides who is part of this combatlink every morning, and may include his Intelligence modifier worth of people into the link, plus one for every five levels he has as part of his morning ritual, nothing required on their part other than their presence. Any who are part of the combatlink are immune to protectorate abilities generated by any protectorate in the link, at the protectorate's discretion.
    This is nice. Makes the class more support oriented. I can't quite get the last sentence though. Why do allies need to become immune to abilities of other protectorates?

    Know thy enemy: protectorates, in their quest to know everything about their enemies, have become rather well informed. Protectorates add half their level as a bonus to any knowledge checks, but only when it's to identify monsters and their special powers or vulnerabilities. A protectorate must have at least one rank in the knowledge used to gain this bonus.
    Okay ability. Nothing much to say about it.

    Grand specialization: as a master tactician, a protectorate has learned how to maximize his abilities. Once per day, he can choose to enhance one of his battleground specializations in one of the following ways:

    - Double the numerical bonus or penalty of an ability.
    - Double the duration of an ability. Cannot be applied to instantaneous effects.
    - Double the amount of targets of the ability.
    - Double the area of effect of an ability.
    Ok, the capstone. So it gives a bonus to his abilities. Good. But then only one ability, one bonus, and once a day? Might want to up this ability, such as applying to all battleground spec abilities, or all those bonuses to an ability you choose each day.

    Spells List - I don't quite get why this class gets that extensive a spell list, and a mix of divine and arcane? It's too strong combined with his other abilities IMO, even with the wis int thing.


    Well, that's just me. The class seems like a good support class; abilities are nice, but I have a problem with the spell list.

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    OldWizardGuy

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    Default Re: [3.P] New Base Class: the Protectorate "I want to protect you ^.^"{PEACH}

    Thanks for the input Guy. Here are some answers.

    He has a d8 because normally he has to be in the thick of melee. And unlike rogue, as a MAD (multiple ability dependent) class, a d6 won't help it.

    He is a group oriented support class, which eventually gains the ability to share its skills with others. So that is why he is at 4, not 2 skill points. I could be persuaded to change up the list or lower it.

    He does gain bonus spells for wisdom (fixing it now, thanks for spotting that). A class that is all about using the best available tactics seems to me would require both wisdom and intelligence. So I represented it by making their casting divine (drawing faith in their comrades), which also eliminated arcane spell failure, since he is expected to be in armor. This also allowed me to make the class MAD, for balance.

    I am removing polyglot as of now. I am not sure how to actually make it better. It was an attempt at noncombat abilities.

    The movement kinda makes sense in my head, but I can see how it should just be its own thing. I am going to separate it from Commands altogether.

    One battlefield specialization. They are powerful as it is.

    Some battlefield specialization powers are aoe. The last sentence states that any ally in the combatlink is immune to them, as determined by the protectorate.

    Okie, the capstone was hastily written somewhere in a morphine/insomnia 3am-ish stupor. So, yea. it needs work. How about, once per day, a protectorate can use any one of the capstone abilities to enhance his battlefield specialization powers. It lasts for an entire combat.

    So he can activate whichever capstone is convenient, and all his powers get it for the combat.

    If you look at the spell list, its all buffs or utility. Protectorate is all about other people, so he provides in that regard, in or out of combat.

    And under spells, it specifies a protectorate cannot cast personal spells on themselves unless it grants a bonus to AC or saves. Spell target changes from personal to touch.

    Should that change as well? If i keep it, I think I should specify that emanations still work, e.g. invisibility sphere.

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    Default Re: [3.P] New Base Class: the Protectorate "I want to protect you ^.^"{PEACH}

    There is no "Pathfinder" power level. That would imply that Pathfinder classes are more powerful as a whole. There is only tiers 1, 2, 3, 4, 5, and 6.

    Now let's look at the class. It gets the "all spells known" feature of a cleric, as well as a good chunk if the wizard spell list, a d8 hit die of a cleric despite having better spells, all good saving throws, and way more class features than the other casters get, except for druid, which has a far worse spell list than this. I'd peg this above StP erudite, the wizard and cleric don't even stand a chance.
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    Default Re: [3.P] New Base Class: the Protectorate "I want to protect you ^.^"{PEACH}

    To me pathfinder base classes are obviously more powerful to their 3.0/3.5 counterparts. This class was built with that in mind, and that is what I am referring to.

    It doesn't have all spells known; it has a tacticsbook that acts exactly as a spellbook for spell purposes. Under spells it is specified that they must copy, and pay for spells. some spells get added to their book, but for the most part, they have to hunt down and pay for their spells. And again, most of those buffs cannot be used on himself. Like it or not, when he stands alone, unless he is high level or has some magic item, he is really screwed.

    For the most part, their only offensive abilities are Summon spells or a Battlefield specialization power. Many of those are offensive, but few actually deal damage. If you pick the fire specialization, you do get some extra offensive spells. You get them at later levels, to reflect how the class as a whole does not normally take that particular tactic.

    While they do have many abilities, all main casters have access to dramatically more powerful spells, both in combat, and out as well as their own set of abilities. Most of the abilities are not that crazy, and I thought I limited those that were more powerful appropriately, which one isn't?

    But perhaps you see some combos in there that i do not, so tell me what is earth shattering and what would be acceptable?
    Last edited by motionmatrix; 2011-11-13 at 10:06 PM.

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    Bugbear in the Playground
     
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    Default Re: [3.P] New Base Class: the Protectorate "I want to protect you ^.^"{PEACH}

    Lets see, to bring this class down to a typical tier 1 level, I'd say:

    Bring Hit Die down to d6.
    Bad Fort and Ref saves.
    2 + Int skills per level.
    Reduce the number of spells known every level.
    Prestige Bard, updated for Pathfinder.

    Revamped Spell Resistance system, for use with Spell Points/Psionics.

  22. - Top - End - #22
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    OldWizardGuy

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    Default Re: [3.P] New Base Class: the Protectorate "I want to protect you ^.^"{PEACH}

    Quote Originally Posted by Curious View Post
    Lets see, to bring this class down to a typical tier 1 level
    "Tier 1: Capable of doing absolutely everything, often better than classes that specialize in that thing. Often capable of solving encounters with a single mechanical ability and little thought from the player. Has world changing powers at high levels. These guys, if played with skill, can easily break a campaign and can be very hard to challenge without extreme DM fiat or plenty of house rules, especially if Tier 3s and below are in the party."

    How exactly do you see this class more powerful than that? At what point in the progression does this class outshine the other casters so much, that they turn might wizards and pious clerics into the equivalent of commoners? I would love to know what scenario you are imagining them in, where they can just destroy a wizard or a cleric with a thought. What levels are they for that matter? The only reality changing spell they have, Miracle, is only accessible at level 17 if you picked a specific specialization. What would a protectorate have up his sleeve, that an equivalent level cleric or wizard can't match? No battlefield control spells, no debuff spells, no direct damage spells, no save or die spells (full disclosure, some of them are available depending on the Battlefield Specialization the protectorate picks, but it was kept to a minimum on purpose). Any direct damage uses elemental energy. I think I only used fire and lightning since they were commonly resisted. I purposefully left out spells I thought belonged in the abuse list, because I want this class to make the team shine, not himself.

    To me, the true nasty power of the protectorate was that he makes others go more often and some, not all, of the Battlefield specializations can resurrect (albeit with major negatives in one way or another.)

    There is no "I win" in this class, without involving the rest of the party. The tier system is a subjective view of the classes as compared to each other and the relative ability of each player using them. To call this class above tier 1 because they have more survivability than a wizard (which is absolute crap in the hands of a competent player) is ludicrous.

    This class, in the hands of a proficient player, is a tier 2. Otherwise tier 3. It's not really as flexible as it might seem at first. Its big "win" conditions are achieved through the other players, not by itself. This class effectively rises in tier based on other pc's and allies around him.

    "Tier 2: Has as much raw power as the Tier 1 classes, but can't pull off nearly as many tricks, and while the class itself is capable of anything, no one build can actually do nearly as much as the Tier 1 classes. Still potentially campaign smashers by using the right abilities, but at the same time are more predictable and can't always have the right tool for the job. If the Tier 1 classes are countries with 10,000 nuclear weapons in their arsenal, these guys are countries with 10 nukes. Still dangerous and easily world shattering, but not in quite so many ways. Note that the Tier 2 classes are often less flexible than Tier 3 classes... it's just that their incredible potential power overwhelms their lack in flexibility."

    Can someone find a way to Optimize the crap out of it? I am sure they can. But changing the whole class for the sake of a few people who would try to rape the world with it does not make sense either.

    Quote Originally Posted by Curious View Post
    Reduce the number of spells known every level.
    Again, it only has spells per day.

    It does not have spells known. It is not a spontaneous caster.

    Quote Originally Posted by Curious View Post
    Bring Hit Die down to d6.
    Bad Fort and Ref saves.
    2 + Int skills per level.
    That would turn the class from front line support into a class that is meant to be in the back lines. Most of the abilities are close range or emanations from the protectorate, and generally buff physical combat. Making these changes would negate most of the abilities and turn the class into a mobile buffbot at best.

    The amount of skills could drop, as well as give him low Will save, rather than the other two. It makes sense since he is supposed to be front line.

    There is always complains about casters being too powerful, yet I write a caster that is meant to make his party shine, who is supposed to let the fighter and the barbarian be the ones to take the killing blow, and yet I hear complaints that I am dwarfing them and other casters?

    Is the fact that he is a group class, and only in a group does his powers truly work, not enough to balance? what about the fact he can't buff himself like he can buff others?

    Well, what spells should be removed from his spell list that make him earth shattering? or abilities/powers?

    You ask me to change the basic building blocks that determine where he physically stands each combat. Doing that would require that all his powers be changed to medium range or longer. That opens up to complains that his abilities are too far reaching, and makes him almost a wizard clone, just giving up a bunch of arcane options (spells and abilities) to be able to give a few extra actions per day and access to some divine spells that unless its already designed to be cast on anyone, cannot be used to buff himself.
    Last edited by motionmatrix; 2011-11-14 at 01:31 PM. Reason: changed tankbot to buffbot, oops ^.^

  23. - Top - End - #23
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    Default Re: [3.P] New Base Class: the Protectorate "I want to protect you ^.^"{PEACH}

    Quote Originally Posted by motionmatrix View Post
    To me pathfinder base classes are obviously more powerful to their 3.0/3.5 counterparts. This class was built with that in mind, and that is what I am referring to.
    Don't judge books by their covers. Fighters have better features, but worse feats. And it still can't hold a candle next to a ToB class. D6 hit die on wizard is like, what, free Improved Toughness? They get that and some class features for nerfed battlefield control and polymorphing.
    It doesn't have all spells known; it has a tacticsbook that acts exactly as a spellbook for spell purposes. Under spells it is specified that they must copy, and pay for spells. some spells get added to their book, but for the most part, they have to hunt down and pay for their spells. And again, most of those buffs cannot be used on himself. Like it or not, when he stands alone, unless he is high level or has some magic item, he is really screwed.

    For the most part, their only offensive abilities are Summon spells or a Battlefield specialization power. Many of those are offensive, but few actually deal damage. If you pick the fire specialization, you do get some extra offensive spells. You get them at later levels, to reflect how the class as a whole does not normally take that particular tactic.

    While they do have many abilities, all main casters have access to dramatically more powerful spells, both in combat, and out as well as their own set of abilities. Most of the abilities are not that crazy, and I thought I limited those that were more powerful appropriately, which one isn't?

    But perhaps you see some combos in there that i do not, so tell me what is earth shattering and what would be acceptable?
    On the tacticsbook: when the fighter is getting a +1 sword and the rogue a +1 crossbow, you're getting a number of first and second level spells in the double digits.

    For solo: CLW, Mage Armor, Entropic Shield, and Shield can get you through low levels. Seriously, all you need is to cast Mage Armor for the first two combats, then set up a couple traps around you before resting. You think a wizard could do better at first level? At 3rd level, you get Heroism. At mid-levels, Fly + Haste + (Greater) Heroism and Air Walk + Haste + Heroism should bring your ranged attack roll up to that of a fighter of your level, plus you're faster and can fly. At mid-high levels, you've got Overland Flight and Stoneskin on top of those, then there's Flesh to Stone, True Seeing, and Wind Walk, and there's all this polymorphing stuff. At high levels, there's even more polymorphing, as well as Iron Body and most of the 9th level gamebreakers, the only one I don't see is Astral Projection.

    Also, I get your reasoning behind Lightning Bolt being changed to a 4th level spell, but Protection from Energy is a 3rd level spell, Resist Energy is a 2nd level spell. And Ice Storm is 4th level, and I see no reason for Wall of Ice to be taking up that 4th level slot. And why'd you make Greater Magic Fang a 4th level spell? Plus, that Compassionate Mercy spell list? Only thing I see on there that adds to the main spell list is miracle.

    All in all, considering D&D is a team based game and you're expected to have allies? Yeah, this is overpowered. GOD wizard is tier 1, and they do battlefield control and buffs.
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  24. - Top - End - #24
    Bugbear in the Playground
     
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    Default Re: [3.5/Pathfinder] New Base Class: the Protectorate {PEACH}

    Quote Originally Posted by motionmatrix View Post
    the name is a stretch, but it is ultimately about protecting. which is what it is all about.
    The name isn't about protecting, it's about being protected. A protectorate is a state which is under the protection of another, more militarily powerful state, generally at the cost of freedom in diplomatic pursuits. It's the opposite of what you were going for. It implies a character whose defining feature is that he begs for someone else's protection.

  25. - Top - End - #25
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    Default Re: [3.P] New Base Class: the Protectorate "I want to protect you ^.^"{PEACH}

    Why not just "Protector"?
    Resident Vancian Apologist

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    Default Re: [3.P] New Base Class: the Protector "I want to protect you ^.^"{PEACH}

    Quote Originally Posted by Benly View Post
    The name isn't about protecting, it's about being protected. A protectorate is a state which is under the protection of another, more militarily powerful state, generally at the cost of freedom in diplomatic pursuits. It's the opposite of what you were going for. It implies a character whose defining feature is that he begs for someone else's protection.
    Quote Originally Posted by Eldan View Post
    Why not just "Protector"?
    Thanks. Done.

    Quote Originally Posted by Jade Dragon View Post
    Don't judge books by their covers. Fighters have better features, but worse feats. And it still can't hold a candle next to a ToB class. D6 hit die on wizard is like, what, free Improved Toughness? They get that and some class features for nerfed battlefield control and polymorphing.
    Okie, point taken. I agree with you on that.

    Quote Originally Posted by Jade Dragon View Post
    On the tacticsbook: when the fighter is getting a +1 sword and the rogue a +1 crossbow, you're getting a number of first and second level spells in the double digits.
    Assuming that is the only thing you are spending your money on. I usually grab a wand of shield or CLW for the party healer. Especially because I don't have to buy that +1 sword.

    Quote Originally Posted by Jade Dragon View Post
    For solo: CLW, Mage Armor, Entropic Shield, and Shield can get you through low levels. Seriously, all you need is to cast Mage Armor for the first two combats, then set up a couple traps around you before resting. You think a wizard could do better at first level? At 3rd level, you get Heroism. At mid-levels, Fly + Haste + (Greater) Heroism and Air Walk + Haste + Heroism should bring your ranged attack roll up to that of a fighter of your level, plus you're faster and can fly. At mid-high levels, you've got Overland Flight and Stoneskin on top of those, then there's Flesh to Stone, True Seeing, and Wind Walk, and there's all this polymorphing stuff. At high levels, there's even more polymorphing, as well as Iron Body and most of the 9th level gamebreakers, the only one I don't see is Astral Projection.

    Plus, that Compassionate Mercy spell list? Only thing I see on there that adds to the main spell list is miracle.
    The intention is to make the character's casting available to the group either as off combat food and shelter, or in combat buffs.

    I am not sure how to make that happen. I tried to limit the spells he can affect himself with. Make it bardic spell progression? Bar him from casting on himself altogether, other than healing?

    I considered removing any spells that are in a Battlefield specialization from the main spell list. That's why I did not change the Compassionate Mercy spell list yet. It would also mean that most protectors would not have the capacity to consistently heal, giving each protector a different approach to combat. That's a big change, it also means each specialization spell list would probably need to be reworked somehow.

    Quote Originally Posted by Jade Dragon View Post
    Also, I get your reasoning behind Lightning Bolt being changed to a 4th level spell, but Protection from Energy is a 3rd level spell, Resist Energy is a 2nd level spell. And Ice Storm is 4th level, and I see no reason for Wall of Ice to be taking up that 4th level slot. And why'd you make Greater Magic Fang a 4th level spell?
    I was drugged up. Some of it makes sense, I am sure some of it doesn't. it's why I asked for some PEACH =)

    When I picked spells, I went over each spell list for the base classes (PF Core) and jotted down the ones I believed would be combat buffs or out of combat housing/food. I think Prot from Energy was brought down only for the Storm Soul, but you are correct it does not fit.

    I will switch the Ice storm down to 4th level, removing Wall of ice. But what is going to take up that 5th level slot?

    Greater Magic Fang is only in the druid and ranger spell lists, I guess that is why I stepped it up, but I suppose it should drop.

    Quote Originally Posted by Jade Dragon View Post
    All in all, considering D&D is a team based game and you're expected to have allies? Yeah, this is overpowered. GOD wizard is tier 1, and they do battlefield control and buffs.
    I do not know who has this great group of players that are willing to work together, and truly do so. I have several groups, and for the most part, I can only get cooperation out of 2 people, and this is usually not for very long periods of time. We have had shinning moments, insane fights where everyone actually bunkers down together and really do work together, but for the most part, no.

    So I guess I write with that experience in mind.

    PS: I am usually the main healer, usually no one else is willing to take it.
    Last edited by motionmatrix; 2011-11-14 at 06:28 PM.

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    Default Re: [3.P] Base Class: the Protector {WIP, PEACH}

    I think I came up with a solution to the whole spell power thing.

    "Any spells with the range of personal/self cast by a protector change to touch range instead. The protector cannot cast these, or any other spells, on themselves unless they are purely defensive, as defined by the DM. The protectors job is to increase his survivability while empowering his allies. Most transmutation spells he can cast he cannot target himself with, as well as some spells from other schools."

  28. - Top - End - #28
    Ogre in the Playground
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    Default Re: [Pathfinder] New Base Class: the Protector {PEACH}

    NOOO!
    I had just gone through your spell list and GITP ate my post

    Well anyway...

    As far as i can tell, you meant to have a party buffer that is the center of a "hive mind" (if you will).

    Basically, as is, you have
    1) Healing
    2) The best high level wizard spells (like....almost all of them....(gate, shapechange, prismatic sphere, MDJ...really, shapechange doesnt fit at all)
    3) Detect spells -- invalidate the rogue (detect traps, etc)
    4) Shapechanging spells -- invalidate the fighter (dragon body, elemental body, plant body (why does a party buffer even get plant body???))
    5) Random Druid spells- detect snares and traps....speak with animals???....
    6) Buffing spells/party buffs-- bull's strength, invisibility mass, etc

    You could probably throw out numbers 3-5, as well as large parts of 1 and 2, and still leave yourself with a limited healer who can buff, and can specialize to heal better or to do something else. As is, it just seems like too much. Its a cool class, cool concept, but...too much. Just my opinion.

    If you dont mind the shameless self plug, my sig has a link to the Grandmaster, i think some of those spells might be useful for your lower level slots if youre looking for team stuff.
    My Homebrew:
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    The True Warrior: A swift mundane martial combat class that can dodge and slice their way to victory. Low Tier 3.

  29. - Top - End - #29
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    Default Re: [3.P] New Base Class: the Protector {WIP, PEACH}

    This class looks like a strong tier 1 indeed, but it has a cool set of themes to it.

    The only nitpick I have is that Concentration is noticeably absent from the spell list.

  30. - Top - End - #30
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    Default Re: [3.P] New Base Class: the Protector {WIP, PEACH}

    Quote Originally Posted by nxwtypx View Post
    This class looks like a strong tier 1 indeed, but it has a cool set of themes to it.

    The only nitpick I have is that Concentration is noticeably absent from the spell list.
    You mean the skill list.

    And, ah, Pathfinder.
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