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  1. - Top - End - #1
    Ogre in the Playground
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    Default For the most Elite of an army ... Look no further! PrC [P.E.A.C.H.]

    Perhaps this idea has been done before ... I've never seen it on these forums though, so i'll try my hand at it.

    This class is based around my campaign world, (more specifically, a country within that has greek/roman influence). To give a better example, imagine the battle of Thermopylae with magic and legionaries, rather than Spartans. And you'll see the inspiration for these class.

    But without further ado, I present this PrC's: the Myzandian Centurion!

    **note, there is another class (Sentinel Mage) that goes along with the Centurion, but it's still WiP so I'll post it in a new thread when its ready!

    The Centurion
    "...And the army of Vel looked over their dead upon the field of battle, and saw the wall of death that was the legion of Lorethos. A mere fraction of the Velmeran horde, yet they stood defiant, with not a single man dead or wounded. And thus the Velmera discovered what it means 'to fear'..." -Excerpt from the Battle of Andalus.

    Known in modern times as Centurions, these elite soldiers of the Myzandian Republic make up the most deadly of battlefield units. They stand tall, with massive shields to protect their allies, and to deal death to their foes. Among the Myzandian army, there is no higher honor than to become a Centurion.

    Becoming A Centurion
    Only soldiers who have proven themselves skilled and loyal can become a Centurion. Many noble families in Myzandus train their children from birth to become Centurions. Regardless, only individuals who manage to perform great acts of valor in the name of the Republic can hope to join the ranks of the Centurions.

    Entry Requirements
    Base Attack Bonus: +6
    Proficiency: Must be proficient with heavy armors and tower shields.
    Feats: Improved Shield Bash, Phalanx Fighting, Shield Charge,
    Special: Must have been publicly commended for an act of valor by a public official of the Myzandian government or military. (example, a governor, general or senator).

    Class Features
    As you advance in the centurion class, you become a master of using a shield to protect yourself as well as your allies, and beating your enemies into the dirt with it.

    Hit Die: d12
    Skills: 2 + INT modifier
    Climb (STR), Craft (INT), Diplomacy (CHA), Heal (WIS), Intimidate (CHA) Jump (STR), Ride (DEX), Survival (WIS), Swim (STR)

    {table=head]Level | Base Attack Bonus | Fort | Ref | Will | Special
    1 | +1 | +2 | +0 | +2 | Legionnaire Tactics, Wall of Death (1d8)
    2 | +2 | +3 | +0 | +3 | Stand Proud, Strong Arm
    3 | +3 | +3 | +1 | +3 | Attuned Shield, Got Your Back
    4 | +4 | +4 | +1 | +4 | Improved Legionnaire Tactics, Wall of Death (1d10)
    5 | +5 | +4 | +1 | +4 | Grit
    6 | +6 | +5 | +2 | +5 | Mirror Shield
    7 | +7 | +5 | +2 | +5 | Shield Cover
    8 | +8 | +6 | +2 | +6 | Greater Legionnaire Tactics, Wall of Death (1d12)
    9 | +9 | +6 | +3 | +6 | Mettle
    10 | +10 | +7 | +3 | +7 | True Grit[/table]

    Legionnaire Tactics Ex): Centurions are taught how to wield both sword and shield flawlessly in combat. Treat the Centurion has having the Two-Weapon Fighting feat when using a shield bash. This improves to Improved Two Weapon Fighting at 4th level and Greater Two Weapon Fighting at 8th level. He may not use this ability if he is holding two shields. Additionally, if the Centurion has Weapon Focus, (and any feat that requires Weapon Focus) with a weapon other than shields, he may apply the bonuses of those feats to his shield bashes, provided he is wielding the same weapon he chose Weapon Focus with.

    Wall of Death EX): The Centurion adept at wielding even the biggest shields in melee. He can now shield bash with tower shields, following the normal rules for doing so. A tower shield deals 1d8 points of bludgeoning damage.

    At 4th level, the Centurion's shield becomes even deadlier. The damage die increases to 1d10. Additionally, the Centurion can now perform a Powerful Bash which debilitates his opponent. Upon a successful shield bash, the Centurion may attempt a Bullrush as an immediate action, that provokes no attacks of opportunity. If successful, the target flies backwards the number of spaces that they would have been pushed, while the Centurion stays in the same spot. Target must succeed a fortitude save with a DC equal to (10 + damage dealt by shield bash), or be stunned for 1d4 rounds. Any creatures in the way must make an opposed bullrush check against the Centurion's first bullrush roll, or be knocked prone. Upon a successful check, the creature remains standing, and the target of the shield bash lands in the square in front of that creature. The Centurion can only perform this ability a number of times per encounter equal to his STR Modifier (minimum of 1), or every hour, which ever comes first.

    At 8th level, the Centurion's shield bash is further improved. The damage die is now 1d12. Additionally, creatures who are knocked prone by the original target of the shield bash must also make a fortitude save equal to (10 + shield bash damage +/- 4 for every size category larger/smaller the original creature is) or be stunned for 1 round. The Centurion also gets a bonus to any bullrush attempt equal to 1/2 his Centurion levels, provided if he is wielding a shield, and a weapon other than a shield.

    Stand Proud EX): Centurions are among the most determined combatants known in the world. The longer they fight, the more momentum they build, which eventually crushes their opposition. When an enemy within 30ft of the Centurion dies, all allies, (including the Centurion), receive a +1 morale bonus to attack and damage rolls made with weapons and shield Bashes for 5 rounds. This ability can stack, and each time it does, the duration is reset to 5 rounds.

    The maximum bonus is 1/2 the Centurion's class levels, but is not limited to one Centurion. In other words, multiple Centurions with this ability have their bonuses stack. However, the bonus can not exceed +10 in this way. If the bonus is at its maximum, the duration simply resets to 5 rounds if another enemy dies within 30ft, instead of the bonus improving to +11. Allies must be able to see the Centurion to receives the benefit of Stand Proud. This ability can not function if the Centurion is unconscious, but any bonuses gained are still in effect for the remainder of the ability.

    Strong Arm EX): By 2nd level, the Centurion is well used to the weight of his shield. The Centurion may now choose to treat his Shield Bash as his main hand, and treat another weapon (other than a shield) as a light weapon, for the purposes of two-weapon fighting.

    The Centurion has also adapted to the weight and length of spears. He may now treat spears and longspears as a one-handed weapons, although he must still follow the normal rules for reach weapons. Also, he may throw tridents, spears and longspears as if they were javelins.

    Attuned Shield SU): Through great focus and difficult training, the Centurion becomes attuned to their shield. By spending an hour of practice with a shield, they can add its enhancement bonus to attack and damage rolls when shield bashing. During the process of this attuning, the Centurion may also apply the special property of his weapon to his shield. This has a few restrictions, however. The Centurion may only add special properties to his shield, not enhancement bonus. He may not add more special properties to his shield that have a total enhancement value of more than 1/2 his Centurion class levels (rounded down). The Centurion can not add a special weapon property to his shield if the property can not be applied to bludgeoning weapons, like the Keen property. The special property added always functions, provided that the Centurion is wielding a weapon with the same properties. If for whatever reason the Centurion is not wielding a weapon with the same properties as the one added, those properties will no longer function until the Centurion wields a weapon with those properties. Finally, the Centurion can not apply the special properties of his weapon to his shield, if his shield is already enchanted with a special weapon property.

    For example, if Bendarius is a level 5 Centurion, he can apply special properties from his weapon to his shield, as long as the total enhancement bonus of the special properties doesn't exceed +2. He wields a +1 Flaming Spear of Shocking Burst, so while he is attuning his shield, he may either add the Shocking Burst (+2 bonus) property to his +1 Towershield of Cold Resistance, or just the flaming (+1 bonus) property, but not both, (because that would be a total of +3).

    Got Your Back EX): The Centurion is a master of phalanx fighting. By 3rd level, he can even protect those without a shield. Every ally adjacent to the Centurion receives 1/2 the Centurion's shield bonus (including enchantment bonus) to AC. This ability can stack with other Centurions, and the Phalanx Fighting feat. This ability does not function if the Centurion is prone or unconscious.

    Grit EX): The life of an elite soldier strengthens the body and mind to near impossible limits. By 5th level, the Centurion can go for forty-eight hours without food, water or rest. In addition, he only needs to make endurance checks to avoid non-lethal damage from over-exertion every twenty-four hours of activity.

    Even more remarkable is the Centurion's refusal to back down. He gains a bonus to resist Bullrush, Knock down and overrun attempts equal to his Centurion class levels. Additionally, once per day, the Centurion may enter a battle trance that lasts a number of rounds equal to the Centurion's class level. The trance allows him to negate death from hitpoint loss and function normally even below 0 hitpoints. He still accumulates damage as normal, and may still die if his total hitpoints are below the death threshold when the trance ends. The Centurion can use this ability 2/day at level 10.

    Mirror shield SU): Starting at 6th level, the Centurion has learned how to use his shield to better deflect magics and similar abilities. He may now add his shield bonus as a deflection modifier to his Touch AC. In addition, if a spell targeting the Centurion is a ranged touch attack, the spell is reflected back at the caster if the caster missed the touch attack.

    Adjacent allies get half the Centurion's bonus as a deflection bonus to their touch AC, and the Centurion can still reflect ranged touch attacks that miss adjacent allies. This can stack with other Centurions. This ability does not function if the Centurion is prone or unconscious.

    Shield Cover EX): The Centurion can sense impending danger and duck behind his shield quickly. By 7th level, he gains his shield bonus to reflex saves and is treated as having Evasion, as a Rogue. Adjacent allies gain half the Centurion's bonus to their reflex save. This ability can stack with other Centurions. This ability does not function if the Centurion is prone or unconscious.

    Mettle EX): Starting a 9th level, a Centurion can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. A Centurion does not gain the benefit of Mettle if he is unconscious.

    True Grit EX): When a Centurion reaches 10th level, he has become an unstoppable force on the battle field. He becomes immune to magical Death effects. In addition, while utilizing one of his daily uses of the Grit ability, he gains DR 15/-, which stacks with any other source of DR. Furthermore, if his battle trance ends while he is below -10 hitpoints, he may make a fortitude save with a DC equal to (his negative hitpoints - 10). If successful, the Centurion stabilizes at -9 and is unconscious. If the Centurion fails, he dies as normal.

    For example, Bendarius is a level 10 Centurion. At the end of his battle trance, he has -40 hitpoints. If he succeeds a DC 30 Fortitude save, he stabilizes at -9 hitpoints.

    Ex-centurions
    Any Centurions caught breaking the laws of the Myzandian Republic, whether they be civilian or military laws, are dis-honorably discharged. They can not advance any further in the Centurion class until they are pardoned for their crime(s). They still retain any class features they had.


    Playing A Centurion
    As a Centurion, you strive to be a dedicated solder and hero of Myzandus. Whether you are assigned to a strike team of Centurions, or promoted to an officer position within the Myzadian army, the welfare of the Republic and its citizens is your highest priority. You may stop adventuring if your duties call you elsewhere, or perhaps you are given leave to operate as you see fit. Regardless, you choose that path you think will be the most beneficial for your country, and root out any of its enemies.

    Combat
    The Centurion is ideally at the front lines, blocking enemies from moving past him to his less protected friends. He tries to stand next to as many allies as he can in melee, so he can make the best use of his abilities. Failing that, the Centurion will find the most defensible position and hold out for as long as he can.

    Advancement
    You were never one to take up arms without good cause or reason. It's that defining characteristic, that allowed you to heroically put yourself beyond the call of duty, earning your medals and acceptance as a Centurion. As you advance in the Centurion class, your strength and resolve only increases, as does your reputation. By 10th level, you have become a national hero, and may even be renowned world wide.

    Resources
    A Centurion often has access to military bases, supplies and sometimes he can even request the aid of locally stationed soldiers. Many inns and taverns will provide free room and board for you, so long as you are in the Myzandian Republic. You can request the military for intelligence on your current mission if possible.

    Adaptation
    The centurion can be added into any campaign setting that have professional armies. Alternatively, centurions can be a guild of warriors or an elite order of knights.

    There you have it ... please PEACH to your heart's content, any feed back is appreciated ....
    Last edited by TheFamilarRaven; 2014-03-13 at 01:28 AM.
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  2. - Top - End - #2
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    Default Re: For the most Elite of an army ... Look no further! 3.5 PrC [P.E.A.C.H.]

    First, just going to point out that the italic formatting on the quote isn't closed off.

    Quote Originally Posted by TheFamilarRaven View Post
    Entry Requirements
    Base Attack Bonus: +6
    Proficiency: Must be proficient with heavy armors and tower shields.
    Feats: Improved Shield Bash, Phalanx Fighting, Shield Charge, Shield Slam.
    Special: Must have been publicly commended for an act of valor by a public official of the Myzandian government or military. (example, a governor, general or senator).
    Entry requirements contain shield bash feats. You are basing this on Roman soldiers. Roman soldiers did not shield bash (also, D&D. No-one actually shield bashes.)

    Also, you need four feats, which means that you can enter after level 6 with flaws and level 9 without. Seems odd.

    Class Features
    As you advance in the centurion class, you become a master of using a shield to protect yourself and your allies, and beating your enemies into the dirt with it.

    Hit Die: d12
    Skills: 2 + INT modifier
    Climb (STR), Craft (INT), Diplomacy (CHA), Heal (WIS), Intimidate (CHA) Jump (STR), Ride (DEX), Survival (WIS), Swim (STR)

    {table=head]Level | Base Attack Bonus | Fort | Ref | Will | Special
    1 | +1 | +2 | +0 | +2 | Legionnaire Tactics, Wall of Death (1d8)
    2 | +2 | +3 | +0 | +3 | Stand Proud, Strong Arm
    3 | +3 | +3 | +1 | +3 | Attuned Shield
    4 | +4 | +4 | +1 | +4 | Improved Legionnaire Tactics, Wall of Death (1d10)
    5 | +5 | +4 | +1 | +4 | Got Your back, Grit
    6 | +6 | +5 | +2 | +5 | Mirror Shield
    7 | +7 | +5 | +2 | +5 | Shield Cover
    8 | +8 | +6 | +2 | +6 | Greater Legionnaire Tactics, Wall of Death (1d12)
    9 | +9 | +6 | +3 | +6 | Mettle
    10 | +10 | +7 | +3 | +7 | True Grit[/table]
    So high fort and will... makes sense, I guess.

    Legionnaire Tactics Ex): Centurions are taught how to wield both sword and shield flawlessly in combat. Treat the Centurion has having the Two-Weapon Fighting feat when using a shield bash. This improves to Improved Two Weapon Fighting at 4th level and Greater Two Weapon Fighting at 8th level

    Wall of Death EX): The Centurion adept at wielding even the biggest shields in melee. He can now shield bash with tower shields, following the normal rules for doing so. A tower shield deals 1d8 points of bludgeoning damage. This increases to 1d10 at 4th level and 1d12 at 8th level.
    Again, people don't use shield bashes. Also, the centurion probably doesn't care what the damage die is by the time he's character level ten, and certainly not by ECL 14.

    Stand Proud EX): Centurions are among the most determined combatants known in the world. The longer they fight, they better they fight building up momentum that eventually crushes their opposition. for every enemy that dies adjacent to the Centurion, all allies receives a +1 morale bonus to attack and damage rolls. This stacks a number of times equal to the Centurion's class levels. Each time the bonus stacks, the duration is reset to full.
    The D&D rules for enemy don't really mesh with this, because whatever you like is an enemy. Also, what is the duration? The last sentence also implies that once the bonus is at maximum, you can't reset the duration any more, which seems odd.

    The maximum bonus is 1/2 the Centurion's class levels, but is not limited to one Centurion. In other words, multiple Centurions with the ability have their bonuses stack. However, the bonus can not exceed +10 in this way. Allies must be able to see the Centurion to receives the benefit of Stand Proud.
    Uhhh... all right. Bit unwieldy wording, but ehh.

    Strong Arm EX): By 2nd level, the Centurion is well used to the weight of his shield. Treat any shield the Centurion uses as a light weapon for the purposes of Two-Weapon Fighting.

    Attuned Shield SU): Through great focus and difficult training, the Centurion becomes attuned to their shield. by spending an hour of practice with a shield, they can add its enhancement bonus to attack and damage rolls when shield bashing.
    This whole dual wielding tower shields business is swiftly becoming amusing... hmm...

    Got Your Back EX): the Centurion is a master of phalanx fighting. By 5th level, he can even protect those without a shield. Every ally adjacent to the Centurion receives 1/2 the Centurion's shield bonus (including enchantment bonus) to AC. This ability can stack with other Centurions, and the Phalanx Fighting feat. This ability does not function if the Centurion is prone or unconscious.
    Interesting, but you probably don't actually want to be adjacent to your allies. It kinda loses usefulness after a while.

    Grit EX): The life of an elite soldiers strengthens the body and mind to near impossible measures. By 5th level, the Centurion can go for forty-eight hours without food, water or rest. In addition, he only needs to make endurance checks to avoid non-lethal damage from over-exertion every twenty-four hours of activity.
    Okay, decent, but lacklustre to say the least.

    Even more remarkable is the Centurion's refusal to quit. He gains a bonus to resist Bullrushes, Knock downs and overrun attempts equal to his Centurion class levels.
    Okay, that's pretty good.

    Additionally, once per day, the Centurion may enter a battle trance that lasts a number of rounds equal to the Centurion's class level. The trance allows him to negate death from hitpoint loss and function normally even below 0 hitpoints. He still accumulates damage as normal, and may still die if his total hitpoints are below the death threshold when the trance ends. The Centurion can use this ability 2/day at level 10.[/QUOTE]
    This is very, very similar to the Diehard feat, and there could be some interesting rules adjudications when the two combine.


    Mirror shield SU): Starting at 6th level, the Centurion has learned how to use his shield to better deflect magics. He may now add his shield bonus as a deflection modifier to his Touch AC. In addition, if the spell targeting the Centurion was a ranged touch attack, the spell is reflected back at the caster if the caster missed the touch attack.
    That works, but lots of spells aren't touch attacks, making his magical defences otherwise a bit non-existent.

    Adjacent allies get half the Centurion's bonus to their touch AC, and the Centurion can still reflect ranged touch attacks that miss adjacent allies. This can stack with other Centurions. This ability does not function if the Centurion is prone or unconscious.
    This implies that you can also reflect gun shots, even though the above passage specified only spells.

    Shield Cover EX): The Centurion can sense impending danger and duck behind his shield quickly. By 7th level, he gains his shield bonus to reflex saves and is treated as having Evasion. Adjacent allies gain half the Centurion's bonus to their reflex save, which can stack with other Centurions. This ability does not function if the Centurion is prone or unconscious.
    You realise that by this sort of level that's in line with a +10 bonus to reflex saves?

    You also need to write "Evasion, as the rogue ability of the same name." Yes, I know that, but whichever other poor sod is trying to use this class might not.

    Mettle EX): Starting a 9th level, a Centurion can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. A Centurion does not gain the benefit of Mettle if he is unconscious.
    All right, that works.

    True Grit EX): When a Centurion reaches 10th level, he has become an unstoppable force on the battle field. While he is in his battle trance, he gains DR 15/-, which stacks with any other source of DR. Furthermore, if his battle trance ends while he is below -10 hitpoints,
    Note that he still dies at -10 hit points, because you still haven't said he doesn't.

    he may make a fortitude save with a DC equal to (his negative hitpoints - 10). If successful, the Centurion stabilizes at -9 and is unconscious. If the Centurion fails, he dies as normal.
    Hrrm. Part of me wants to say that could be written better, but the other part of me can't think how.

    For example, Bendarius is a level 10 Centurion. At the end of his battle trance, he has -40 hitpoints. If he succeeds a DC 30 Fortitude save, he stabilizes at -9 hitpoints.
    Giving an example was probably a good call, here.

    Ex-centurions
    Any Centurions caught breaking the laws of the Myzandian Republic, whether they be civilian or military laws, are banned from the Centurions. They can not advance any further in the Centurion class until they are pardoned for their crime(s). They still retain any class features they had.
    All right, a falling mechanic which actually has specific restrictions and doesn't cause you to lose your everything. Nice.

    Multiclass Note:
    A class that has access to stances and maneuvers may continue to gain them as if they were advancing in their previous class.
    You get full ToBmancy progression as well as your class features? Ehh... not sure I like that.


    In general, I like the idea, but with the shield bashing you're forced either to pay the feat tax and then ignore it, or take it to ridiculous extremes. I don't like the idea of either. The class is also very defence-focused, but then offers very little in the way of magical defences - I mean, sure, evasion, mettle, reflex bonuses, touch attacks... it sounds like a lot, but a single SoD/SoS will knock you down because you have no way to defend against them (Unless they're reflex based, but not likely).

    Good idea. Needs work.

  3. - Top - End - #3
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    Default Re: For the most Elite of an army ... Look no further! 3.5 PrC [P.E.A.C.H.]

    Quote Originally Posted by Jormengand View Post
    First, just going to point out that the italic formatting on the quote isn't closed off.
    Thanks for the catch



    Quote Originally Posted by Jormengand View Post
    Entry requirements contain shield bash feats. You are basing this on Roman soldiers. Roman soldiers did not shield bash (also, D&D. No-one actually shield bashes.)


    Also, you need four feats, which means that you can enter after level 6 with flaws and level 9 without. Seems odd.
    reduced Feat requirements, although I'm not sure if there could be better feats that are required ... Also, I'll admit, the name of the class and some of their abilities are Roman based, but I'm basing the class' abilities (mainly) off of Spartans (shield bashing and phalanx tactics), but I couldn't just go around calling this class a Spartan in a world where there is no Sparta . I suppose i could call them Hoplites, because that's more Greek, but Centurion just sounds more baddass to me ... And I did note that they're called Centurions in the modern times ...


    Quote Originally Posted by Jormengand View Post
    Again, people don't use shield bashes. Also, the centurion probably doesn't care what the damage die is by the time he's character level ten, and certainly not by ECL 14.
    I have a feeling they'll start shield bashing if they choose this PrC, also, he may not care about what damage die he shield bashes with, but it's always nice to have a boost in damage for free.



    Quote Originally Posted by Jormengand View Post
    The D&D rules for enemy don't really mesh with this, because whatever you like is an enemy. Also, what is the duration? The last sentence also implies that once the bonus is at maximum, you can't reset the duration any more, which seems odd.



    Uhhh... all right. Bit unwieldy wording, but ehh.
    i'll try to re-word it, thanks for the duration catch, I'll fix that. Also, I don't think ... (and this is just my opinion as a DM) ... that any DM would allow a PC with this ability to say "uhhh, yeah, I really didn't like that Paladin that's been adventuring with us for awhile, so he's my enemy, so we all get the Stand Proud Bonus since he died, like, right next to me." RAW may not make the distinction between friend an foe, but common sense does. If there's a certain way i need to write this ability in order to distinguish enemies and allies, let me know.

    Also, I changed it to any enemy that dies within 30ft, because, reach weapons and ranged weapons.


    Quote Originally Posted by Jormengand View Post
    This whole dual wielding tower shields business is swiftly becoming amusing... hmm...
    yeah ... I don't want people dual wielding shields ... that's silly. Although silliness is not always a bad thing.

    I now force the Centurion to be wielding weapon and shield. Now, if I need to explicitly state that a shield does not count as a weapon, let me know.



    Quote Originally Posted by Jormengand View Post
    Interesting, but you probably don't actually want to be adjacent to your allies. It kinda loses usefulness after a while.
    Perhaps, but it fits with the theme of the class well, and it makes the Centurion very useful in situations where the party doesn't have a lot of maneuverability, or are trying to defend a single point (i.e Thermopylae).



    Quote Originally Posted by Jormengand View Post
    Okay, decent, but lacklustre to say the least.


    Okay, that's pretty good.


    This is very, very similar to the Diehard feat, and there could be some interesting rules adjudications when the two combine.
    More similar to the frenzied Beserker ability ... i don't think there'd be any "interesting rules adjudications" based around Die Hard ... since Die Hard only works between -1 and -9, So you'd still die if you ended the battle trance at -10 or below. And you don't act normally with Die hard, you may choose to act disabled. It does automatically stabilize you though, which is nice.


    Quote Originally Posted by Jormengand View Post
    That works, but lots of spells aren't touch attacks, making his magical defences otherwise a bit non-existent.



    This implies that you can also reflect gun shots, even though the above passage specified only spells.
    Maybe not ... but some of the spells that ARE touch attacks can be pretty nasty, especially if they have no save attached. And I don't recall guns being core in DnD 3.5 .... they certainly are in the DMG, but they aren't listed as ranged touch attack weapons I don't think.



    Quote Originally Posted by Jormengand View Post
    You realise that by this sort of level that's in line with a +10 bonus to reflex saves?
    Point. That would arguably make REF this class' best save. I guess I could half the bonus ....

    Quote Originally Posted by Jormengand View Post
    You also need to write "Evasion, as the rogue ability of the same name." Yes, I know that, but whichever other poor sod is trying to use this class might not.
    Fixed


    Quote Originally Posted by Jormengand View Post
    In general, I like the idea, but with the shield bashing you're forced either to pay the feat tax and then ignore it, or take it to ridiculous extremes. I don't like the idea of either. The class is also very defence-focused, but then offers very little in the way of magical defences - I mean, sure, evasion, mettle, reflex bonuses, touch attacks... it sounds like a lot, but a single SoD/SoS will knock you down because you have no way to defend against them (Unless they're reflex based, but not likely).

    Good idea. Needs work.
    thanks for the PEACH, I'll be looking for your next post to return the favor ... if you have any suggestions that would lower the "feat tax", that'd be appreciated, also, I expanded True grit to grant immunity to effects that'd insta kill you, since that seemed to be an issue
    Last edited by TheFamilarRaven; 2014-03-05 at 10:13 PM.
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  4. - Top - End - #4
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    Default Re: For the most Elite of an army ... Look no further! 3.5 PrC [P.E.A.C.H.]

    Ok, so I have read through this and it seems quite solid. I can't really find any issues to be honest. You captured the fluff pretty well, and I must say that I like it (makes me think about 300).

    I do think you could make the class and the shield bashing more interesting by adding some "active" abilities, as several abilities are very passive in nature. How about something like a stunning shield bash attack, say once per encounter/5 rounds. You could also expand on the Shield Bash feat, so that your could knock-back your enemy, or maybe even to the side? You could add such abilities at 3rd, 6th and 9th level for example.

    Nitpick; I believe that in the Wall of Death description the word "is" is missing.

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    Default Re: For the most Elite of an army ... Look no further! 3.5 PrC [P.E.A.C.H.]

    Quote Originally Posted by TheFamilarRaven View Post
    reduced Feat requirements, although I'm not sure if there could be better feats that are required ... Also, I'll admit, the name of the class and some of their abilities are Roman based, but I'm basing the class' abilities (mainly) off of Spartans (shield bashing and phalanx tactics), but I couldn't just go around calling this class a Spartan in a world where there is no Sparta . I suppose i could call them Hoplites, because that's more Greek, but Centurion just sounds more baddass to me ... And I did note that they're called Centurions in the modern times ...


    I have a feeling they'll start shield bashing if they choose this PrC, also, he may not care about what damage die he shield bashes with, but it's always nice to have a boost in damage for free.
    I'm still not really sure that you want to force the class to shield bash. No matter how many nifty shield bashing things you give them, they're still taking a feat tax just to reduce how much worse than honest-to-god hitting something with your sword it is, and their class features aren't helping very much, unless they actually intended to do the two towers attack.

    i'll try to re-word it, thanks for the duration catch, I'll fix that. Also, I don't think ... (and this is just my opinion as a DM) ... that any DM would allow a PC with this ability to say "uhhh, yeah, I really didn't like that Paladin that's been adventuring with us for awhile, so he's my enemy, so we all get the Stand Proud Bonus since he died, like, right next to me." RAW may not make the distinction between friend an foe, but common sense does. If there's a certain way i need to write this ability in order to distinguish enemies and allies, let me know.
    Ehh, it's just something minor and I can't think of anything better to do.

    Also, I changed it to any enemy that dies within 30ft, because, reach weapons and ranged weapons.
    You might like to steal the ability that allows them to use longspears one-handed, so they can actually have a reach weapon. Plus, I can totally imagine a Spartan doing that.


    yeah ... I don't want people dual wielding shields ... that's silly. Although silliness is not always a bad thing.

    I now force the Centurion to be wielding weapon and shield. Now, if I need to explicitly state that a shield does not count as a weapon, let me know.
    When you shield bash with a shield, it is considered a weapon. So...


    Perhaps, but it fits with the theme of the class well, and it makes the Centurion very useful in situations where the party doesn't have a lot of maneuverability, or are trying to defend a single point (i.e Thermopylae).
    Aye, but it'll be something the party almost certainly forgets about anyway.


    More similar to the frenzied Beserker ability ... i don't think there'd be any "interesting rules adjudications" based around Die Hard ... since Die Hard only works between -1 and -9, So you'd still die if you ended the battle trance at -10 or below. And you don't act normally with Die hard, you may choose to act disabled. It does automatically stabilize you though, which is nice.
    Yeah, but the diehard feat means you're choosing to act as disabled, or falling unconscious (because the feat specifically states you fall unconscious if you don't choose to act as disabled). Could do weird things, but ehh. I'm sure the DM can work it out.

    Maybe not ... but some of the spells that ARE touch attacks can be pretty nasty, especially if they have no save attached. And I don't recall guns being core in DnD 3.5 .... they certainly are in the DMG, but they aren't listed as ranged touch attack weapons I don't think.
    There are other things which are touch attacks and not spells, though, and it's neither clear whether or not you're supposed to be able to reflect them nor whether or not you can.


    Point. That would arguably make REF this class' best save. I guess I could half the bonus ....
    Probably an idea.

    thanks for the PEACH, I'll be looking for your next post to return the favor ... if you have any suggestions that would lower the "feat tax", that'd be appreciated, also, I expanded True grit to grant immunity to effects that'd insta kill you, since that seemed to be an issue
    Honestly, you either need to make the shield bashing viable or drop it - I'm seeing half a class which attacks with shields, and a whole class which defends with shields. You're not actually making shield bashing viable, even though you're focusing on it. That's the main issue I have with this class.

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