Homebrew Class: Warden
Aug 15, 2018 18:39:12 GMT -6
Post by username on Aug 15, 2018 18:39:12 GMT -6
Homebrew Class: Warden
Characteristics: Willpower, Strength, Constitution
Skills: Arcana, Athletics, Brawl, Common Lore, Ballistics, Perception, Scrutiny, Weaponry, Medicae, Intimidate
Sword Schools: Confused Turtle, Wandering Avalanche
Gun Kata: Crimson Sickle, Last Line
Bonus for Completion: +1 ap from weapons
Bouncer
Level: 1
Prerequisites: Weaponry 3, Athletics 3
Feats:
Armor Proficiency (any)
Sound Constitution
*Headstrong
Guardian
Danger Sense
Weapon Proficiency (Melee 1)
*Weapon Proficiency (Basic)
Guardian
Level: 2
Prerequisites: Weaponry 3, Athletics 4, Guardian
Feats:
*Weapon Proficiency (Throwing)
Weapon Focus (Any Shield)
Armor Focus (Any)
Jaded
Shield Finesse
Light Sleeper
*Hurl Weapon
Warden
Level: 3
Prerequisites: Weaponry 4, Athletics 4, Ballistics 2, Light Sleeper
Feats:
*Rebound
Shield Wall
Weapon Specialization (Any Shield)
Armor Specialization (Any)
Nerves of Steel
Wall of Steel
*Taunt
Shield Knight
Level: 4
Prerequisites: Weaponry 5, Athletics 5, Ballistics 3, Shield Wall
Feats:
*Combat Master
*Far Guard
Improved Weapon Focus (Any Shield)
Improved Armor Focus (Any)
Perfect Parry
Counter Attack
Spell Parry
Demon Wall
Level: 5
Prerequisites: Weaponry 5, Athletics 5, Ballistics 5 Perfect Parry
Feats:
*Expert Assist
Return Postage
Iron Curtain
Improved Armor Specialization (Any)
Perfect Self
Improved Weapon Specialization (Any Shield)
New Feats
Armor Focus
You know how to move in armor. Choose a particular category of armor (Light, Medium, Heavy, Extreme, Power). The max dex of the chosen armor category increases by 1.
Shield Finesse
You move your shield arm like it is second nature. When wielding a Shields weapon it gains the Balanced quality and the Armor bonus applies to all body parts.
Shield Wall
Nothing gets past the Wall. You may choose to force attacks targeting something or someone adjacent to you to hit you instead, even if you can not parry them.
Far Guard
You may protect others near and far. When using a Thrown weapon, you may parry attacks with it at a distance equal or less than your Thrown Weapon's Range. This may be used with Guardian to block attacks against targets outside of Melee range so long as the person making the attack or being targeted by it is within your Thrown Weapon's Range.
Improved Armor Focus
You've realized armor works better when it is negating damage all together. Choose a particular category of armor (Light, Medium, Heavy, Extreme, Power). Your static defense in the chosen armor category increases by 5.
Perfect Parry
The light that burns twice as bright burns half as long. You may spend a hero point to have all your Parry actions add their full roll to your static defense until the end of your next turn.
Return Postage
You write upon it return to sender: address unknown. When you are targeted by an enemy with an effect requiring a saving throw, you may spend a Hero point to have the attacker need to save against the same tn as well.
Improved Armor Specialization
Even if a blow gets past your armor, it still helps with the effects. Choose a particular category of armor (Light, Medium, Heavy, Extreme, Power). Your resilience in the chosen armor category increases by 1.
OLD NEW FEATS:
Hurl Weapon
You can use any one-handed Melee weapon as a Thrown weapon with a range of 3m per dot of Strength.
Rebound
After using a thrown weapon, you can return it to your hand as a free action by making a successful Athletics + Dexterity test against TN 15 + 2 for every enemy around you. If you have another ability that would cause a thrown weapon to return to your hand, you may use that power instead.
Expert Assist
Ganging Up benefits increase by +0k1 for two-to-one outnumbering and +0k2 for three-to-one outnumbering.
Taunt
Force enemy to attack you if they fail in opposed Social Combat. You test Charisma+Intimidation as a half action against your target's Willpower+Scrutiny.
Characteristics: Willpower, Strength, Constitution
Skills: Arcana, Athletics, Brawl, Common Lore, Ballistics, Perception, Scrutiny, Weaponry, Medicae, Intimidate
Sword Schools: Confused Turtle, Wandering Avalanche
Gun Kata: Crimson Sickle, Last Line
Bonus for Completion: +1 ap from weapons
Bouncer
Level: 1
Prerequisites: Weaponry 3, Athletics 3
Feats:
Armor Proficiency (any)
Sound Constitution
*Headstrong
Guardian
Danger Sense
Weapon Proficiency (Melee 1)
*Weapon Proficiency (Basic)
Guardian
Level: 2
Prerequisites: Weaponry 3, Athletics 4, Guardian
Feats:
*Weapon Proficiency (Throwing)
Weapon Focus (Any Shield)
Armor Focus (Any)
Jaded
Shield Finesse
Light Sleeper
*Hurl Weapon
Warden
Level: 3
Prerequisites: Weaponry 4, Athletics 4, Ballistics 2, Light Sleeper
Feats:
*Rebound
Shield Wall
Weapon Specialization (Any Shield)
Armor Specialization (Any)
Nerves of Steel
Wall of Steel
*Taunt
Shield Knight
Level: 4
Prerequisites: Weaponry 5, Athletics 5, Ballistics 3, Shield Wall
Feats:
*Combat Master
*Far Guard
Improved Weapon Focus (Any Shield)
Improved Armor Focus (Any)
Perfect Parry
Counter Attack
Spell Parry
Demon Wall
Level: 5
Prerequisites: Weaponry 5, Athletics 5, Ballistics 5 Perfect Parry
Feats:
*Expert Assist
Return Postage
Iron Curtain
Improved Armor Specialization (Any)
Perfect Self
Improved Weapon Specialization (Any Shield)
New Feats
Armor Focus
You know how to move in armor. Choose a particular category of armor (Light, Medium, Heavy, Extreme, Power). The max dex of the chosen armor category increases by 1.
Shield Finesse
You move your shield arm like it is second nature. When wielding a Shields weapon it gains the Balanced quality and the Armor bonus applies to all body parts.
Shield Wall
Nothing gets past the Wall. You may choose to force attacks targeting something or someone adjacent to you to hit you instead, even if you can not parry them.
Far Guard
You may protect others near and far. When using a Thrown weapon, you may parry attacks with it at a distance equal or less than your Thrown Weapon's Range. This may be used with Guardian to block attacks against targets outside of Melee range so long as the person making the attack or being targeted by it is within your Thrown Weapon's Range.
Improved Armor Focus
You've realized armor works better when it is negating damage all together. Choose a particular category of armor (Light, Medium, Heavy, Extreme, Power). Your static defense in the chosen armor category increases by 5.
Perfect Parry
The light that burns twice as bright burns half as long. You may spend a hero point to have all your Parry actions add their full roll to your static defense until the end of your next turn.
Return Postage
You write upon it return to sender: address unknown. When you are targeted by an enemy with an effect requiring a saving throw, you may spend a Hero point to have the attacker need to save against the same tn as well.
Improved Armor Specialization
Even if a blow gets past your armor, it still helps with the effects. Choose a particular category of armor (Light, Medium, Heavy, Extreme, Power). Your resilience in the chosen armor category increases by 1.
OLD NEW FEATS:
Hurl Weapon
You can use any one-handed Melee weapon as a Thrown weapon with a range of 3m per dot of Strength.
Rebound
After using a thrown weapon, you can return it to your hand as a free action by making a successful Athletics + Dexterity test against TN 15 + 2 for every enemy around you. If you have another ability that would cause a thrown weapon to return to your hand, you may use that power instead.
Expert Assist
Ganging Up benefits increase by +0k1 for two-to-one outnumbering and +0k2 for three-to-one outnumbering.
Taunt
Force enemy to attack you if they fail in opposed Social Combat. You test Charisma+Intimidation as a half action against your target's Willpower+Scrutiny.